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              digital kompetanse | 3-2006 | vol. 1 | side 184–213


              Assistant Professor Simon Egenfeldt-Nielsen
              IT-University of Copenhagen, sen@itu.dk | Center for Computer Games Research



              Overview of research on the
              educational use of video games


              Abstract
              This paper overviews research on the educational use of video games by examining the viability of
              the different learning theories in the field, namely behaviorism, cognitivism, constructionism and
              the socio-cultural approach. In addition, five key tensions that emerge from the current research
              are examined: 1) Learning vs. playing, 2) freedom vs. control, 3) drill-and-practice games vs.
              microworlds, 4) transmission vs. construction, 5) teacher intervention vs. no teacher intervention.

              keywords
              education • video games • edutainment • learning • video games • overview • behaviorism •
              constructionism • cognitivism • socio-cultural • instructional technology • playing • teacher


              More than once we have heard that research on video games is an emerging field in which
              there has been no prior research, even though this is clearly not the case. Unfortunately,
              amnesia shackles too many researchers. In providing a comprehensive overview of the
              educational use of computer games, the paper contributes to the cure for this amnesia
              and highlights key tensions emerging from the current research that should be consid-
              ered by practitioners and researchers alike.


              The method behind this overview
              The paper presents the most influential research on the subject based on an extensive
              search of the literature. The following database resources were used: Eric, Psych info,
              Medline, Ingenta, Emerald, ProQuest, Game Studies, Game-research.com, Simulation &
              Gaming and several others, as well as the most recent literature overviews, conference
              proceedings and websites of researchers. References found throughout these sources have
              been further expanded by examination of the references cited there.



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              Overall, the search resulted in more than 300 references based on search terms such as
          video games, instructional, educational, learning and the like. The most influential
          research, making up the body of this overview, is based on an informal overview of the
          articles other researchers used and the quality of their studies.
              Areas of cognitive changes, for example eye-hand coordination and visual-spatial
          abilities, are not included, nor are studies examining the relationship between video
          games, violence, aggression, and social behavior. Also excluded is the area of business and
          military simulations. Although partly related, these have quite different settings and tar-
          get groups compared to most research on the educational use of video games. Experien-
          tial learning is also missing from the overview, although this has a strong base in the
          related area of simulation of games. So far, however, experiential learning has had little
          success within the educational use of video games, although there are some exceptions
          (e.g. Egenfeldt-Nielsen, 2005). Finally, this overview does not deal with research on the
          non-electronic educational use of simulation and gaming1.


          Why do we need an overview of the educational use of video games?
          The educational use of video games is central to the broader area of learning with video
          games and throws up one or two unique problems related to educational scope. We still
          lack an exclusive overview (on the use of video games for education) focused on the
          implications of using video games within an educational context. The educational set-
          ting presents unique problems in terms of methods, focus, and relevant research ques-
          tions.
              The first research overviews within the broad area of learning from video games have
          appeared within the past 10 years (i.e. Cavallari et al., 1992; Dempsey et al., 1996; McGre-
          nere, 1996). These serve as a viable starting point in combination with overviews that are
          more recent, inclusive, and thorough (i.e. Bergman, 2003; de Freitas, 2005; Kirriemuir &
          McFarlane, 2003; Mitchell & Savill-Smith, 2004; Squire, 2002). In addition to the litera-
          ture on learning from video games, there are a number of useful overviews of learning
          from simulations. These have quite a different scope, with a focus more on simulations
          than on video games (Bredemeier & Greenblat, 1981; Clegg, 1991; Dorn, 1989; Lederman
          & Fumitoshi, 1995; Leemkuil et al., 2000; Randel et al., 1992; Van Sickle, 1986; Went-
          worth & Lewis, 1973).
              However, even attempts at overviewing the broader field of learning from video
          games are skewed in some way. Some of the problems within the field reflected in these
          overviews are: 1) Lack of separation between different ways of using video games for
          learning (i.e. de Freitas, 2005), 2); underdeveloped theory on facilitating learning
          through video games (i.e. Kirriemuir & McFarlane, 2003); 3) weak theoretical knowledge
          of video games (i.e. Mitchell & Savill-Smith, 2004); 4) incomplete use of previous litera-



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              ture owing to the variation in terminology, place of publication, and researcher back-
              grounds (i.e. Squire, 2002)2.


              Boundaries of learning from video games
              Learning from video games spans a wide area of topics, not all of which can be treated
              successfully under the same heading. Certainly, an awareness of the different sectional
              views that exist is important to understanding the field. We have to be careful not to con-
              fuse learning how to play video games and accidentally learning from video games with a
              targeted educational effort of video games. This overview focuses on the educational efforts
              with video games.
                   The educational use of video games is characteristic in that the learning experience
              has a specific goal. There is little doubt that we can learn from video games (like any other
              activity in life), but the harder questions relating to who, what, where, why, and how
              quickly we learn are not readily solved. Unfortunately, many researchers still settle for
              examining whether we learn from video games, neglecting to examine whether the results
              from a video game differ from those of other activities in, for example, efficiency and
              requirements (for example the monumental work by Gee, 2003). The lack of control
              groups in research set-ups demonstrates this vividly. In most studies, researchers examine
              the effect of a course which includes video games without making any comparison with a
              similar course without video games (e.g. Adams, 1998; Kafai & Neulight, 2005; Squire,
              2004), although there are exceptions (e.g. Lieberman, 2001; Wiebe & Martin, 1994).
              Problems related to the use of control groups suggest that it is useful to look at alternative
              methods to experimental set-ups, e.g. ethnographic classroom research, cultural studies,
              and design-based research.
                   An important distinction when determining the educational use of video games is the
              different game titles used. The first, most obvious category, is commercial educational
              video games, often known as edutainment. Edutainment focuses on teaching the player
              certain specific skills: mostly algebra, spelling, problem-solving, and other basic skills.
              Edutainment titles include Math Blaster, Pajama Sam and Castle of Dr. Brain. Edutain-
              ment titles have a strong educational component but often do not reflect the motiva-
              tional drive of commercial titles (Facer et al., 2003; Leyland, 1996).
                   The second category comprises commercial entertainment titles used fairly haphaz-
              ardly for education. These rarely focus exclusively on one topic and on basic skills. Com-
              mercial entertainment video games in this category include SimCity and Civilization,
              titles used by several schools. The educational goals of commercial video games are indi-
              rect rather than direct, goals that can lead to a skewed focus in the learning process. How-
              ever, their strength is that the motivational part is well documented from success on the
              commercial entertainment market (Kirriemuir & McFarlane, 2002).



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               The third category is research-based educational video games; these often challenge
          the existing formula of edutainment (e.g. Hancock & Osterweil, 1996; Malone & Lepper,
          1987a). Edutainment originating from research often presents new approaches and has
          strong documentation for learning outcomes. However, these titles often lack the budgets
          and technical quality to compete with the more commercial titles. They make a greater
          impact only if published on the commercial market with some modifications. Exemplary
          titles are Oregon Trail, Logical Journey of the Zoombinis, Phoenix Quest and Global Con-
          flicts: Palestine.


          What is edutainment?
             To this point, video games with “educational” features have not fared well in the marketplace.
             The “educational” content tends to come at the expense of the gameplay and control is taken out
             of the hands of the player… Game buyers (as opposed to concerned parents) are wary of
             edutainment. (Leyland, 1996: 1)


          Edutainment, an amalgamation of “education” and “entertainment”, is a broad term cov-
          ering the combination of educational and entertainment use on a variety of media plat-
          forms, including video games. It became current within video games up through the
          1980s, with the critique accelerating especially in the 1990s. Electronic Arts were first to
          use the edutainment label for video games when marketing the popular title Seven Cities
          of Gold in 1984. Parents warmed to the combination of entertainment and education,
          preferring play during which their children learned something. The term edutainment is
          fairly wide-ranging, with many games subscribing to the category. Although less attrac-
          tive today, game companies still incline towards strengthening the appeal for parents,
          compared to 20 years ago (Buckingham & Scanlon, 2002; Mamer, 2002).
              Behaviorism, cognitivism, and, later, other educational theories shape the face of
          edutainment. Early on, popular edutainment titles spanned the entire field of learning
          theories, although research-based titles presented an alternative to the dominating behav-
          iorist titles. During the 1970s, a number of research-based titles were developed, and up
          through the 1980s there remained room for edutainment titles hailing constructivist
          learning theories. The current status of edutainment is that titles with a different learning
          approach than behaviorism are outmaneuvered commercially by traditional edutainment
          concepts, a development accelerated by consolidation in the edutainment market in the
          mid-90s (Andersen & Dalgaard, 2005; Buckingham & Scanlon, 2002; Konzack, 2003;
          Leyland, 1996; Willis et al., 1987).




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              Practical barriers to the educational use of video games
              Over the years, researchers and educators have recognized that using games in general,
              and video games in particular, entails a number of very basic problems. Those usually
              mentioned first relate to the constraints within an educational setting, e.g. short lessons,
              physical space, variations in game competence among students, installation, costs, and
              teacher preparation time. In addition, the perception of video games still influences the
              learning experience. Both students and teachers approach the educational use of video
              games with skepticism. One recent study indicates that students may be reluctant to
              engage with video games based on this skepticism, which stands in stark contrast to the
              usual idea of all students embracing video games (Egenfeldt-Nielsen, 2004; Gros, 2003;
              Hostetter, 2003; Kirriemuir & McFarlane, 2002; Prensky, 2004; Squire, 2004).


              Learning outcome from the educational use of video games
              Overall, it has to be said that the current findings on learning outcome are positive and
              promising (Table 1). Some skepticism is warranted, however, because the lack of control
              groups, researcher bias, weak assessment tests, and short exposure time is not addressed
              sufficiently. A similar picture emerges if we look at the related research on the educational
              use of simulations. Although the overall picture here is also positive, methodological
              flaws and contradictory results are commonplace (Bredemeier & Greenblat, 1981; Dorn,
              1989; Randel et al., 1992; Wolfe & Crookall, 1998).

              Tabell 1: Table 1. An overview of studies on the effectiveness of learning from video games.
               Author(s)    Year   Genre          N      Subject   Results
               Levin        (1981) Action         –      Math      Video games are motivating, engaging, and ulti-
                                                                   mately successful in teaching children the
                                                                   planned maths concepts. Video games may be
                                                                   especially suitable for teaching ways of
                                                                   approaching maths that cater to individual dif-
                                                                   ferences.
               White        (1984) Simula-        32     Physics   Playing the game improves students’ problem-
                                   tion                            solving ability related to physics in relation to
                                                                   how force influences motion.
               Forsyth &    (1987) Adventure 120 Geography         The adventure game results in children learning
               Lancy                                               geographic locations with strong retention.
               Dowey        (1987) Puzzle         203 Dental       Children learn best from a combination of
                                                      health       teaching and video games. Although they learn
                                                                   about dental hygiene, this does not transfer into
                                                                   change of everyday practice.




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          Author(s) Year  Genre               N      Subject        Results
          McMullen (1987) –                   37     Science        The drill-and-practice video game does not
                                                                    have any effect on the learning outcome, nei-
                                                                    ther short-term nor long-term. However, stu-
                                                                    dents playing the video game indicate that they
                                                                    believe they learn more.
          Jolicoeur & (1998a;          Fractions                    Students learn from video games, but educa-
          Berger      1998b)           Spelling                     tional software is more effective.
          Wiebe & (1994) Adventure 109 Geography                    There is no difference in learning geography
          Martin                                                    facts and attitudes between video games and
                                                                    teaching activities not on a computer.
          Sedighian     (1996) Strategy       200 Math              The learning outcome is critically affected by
          and                                                       teachers’ integration of video games and tradi-
          Sedighian                                                 tional teaching, but video games prove highly
                                                                    effective.
          Betz          (1995) Strategy       24     Engineer       Video games increase motivation and learning
                                                                    among students.
          Thomas et (1997) Adventure 211 Sex educa-                 Students learn from playing video games both
          al.                            tion                       on specific knowledge items and in self-efficacy.
          Brown et (1997) Action     59 Diabetes                    The study finds that children can learn about
          al.                                                       diabetes from video games and change everyday
                                                                    habits.
          Klawe         (1998) Adventure 200 Math                   Video games are effective in teaching students
                                                                    about maths.
          Adams         (1998) Strategy       46     Urban geog-    Video games increase motivation and teach stu-
                                                     raphy          dents about the role of urban planners (affective
                                                                    learning).
          Bensen et (1999)                        Sexual edu-       Video games are motivating and can improve
          al.                                     cation            knowledge related to sexual education.
          Noble et al. 2000 Action            101 Drug educa-       Students taught through video games find the
                                                  tion              experience motivating and want to play the
                                                                    video game again.
          Din Feng      (2000) –              47     Spelling and   Children who play video games learn (mostly in
          & Caleo                                    math           spelling) better compared to peers who do not
                                                                    use video games.
          Turnin et     (2000) –              2000 Eating hab-      Video games can teach students about eating
          al.                                      its              habits and lead to significant change in every-
                                                                    day habits.
          Lieberman 2001         Action              Asthma,        A review of a number of research projects sup-
                                                     diabetes,      ports the notion of learning from video games.
          Becker        (2001) Action         –      Program-       The study testifies to the increased motivation
                                                     ming           in connection with video games. Games are
                                                                    found to be more effective and motivating than
                                                                    traditional teaching.




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               Author(s) Year         Genre       N    Subject      Results
               McFarlane 2002         –           –    All subjects The study finds that teachers in general are
               et al.                                               skeptical towards the learning of content with
                                                                    video games. However, teachers appreciate the
                                                                    learning of general skills.
               Gander       (2002) Strategy       29 Program-       The study finds that video games are especially
                                                       ming         effective for teaching specific knowledge.
               Rosas et al. (2003) Action         1274 Reading and Video games increase motivation, and there is a
                                                       math         transfer of competence in technology from
                                                                    using the video game.
               Squire et al. (2004) Simula-       96 Physics        Students using the simulation game performed
                                    tion                            better compared to the control group.
               Egenfeldt- (2005) Strategy         72 History        Students initially learn the same in history when
               Nielsen                                              using video games but have better retention.


              It can certainly be said that video games facilitate learning, but the evidence for saying
              any more than this is weak. Few current studies compare video games with other teaching
              styles, which is the ultimate test. Few incorporate debriefing explicitly, which the related
              area of simulations usually sees as central to the educational use of games and simula-
              tions (Lederman & Fumitoshi, 1995). Results showing that students learn from video
              games are not sufficient backing for the educational use of video games. We need to
              examine whether video games are worth the initial efforts in learning the interface, set-
              ting up computers and other problems (Egenfeldt-Nielsen, 2004). The question is: what
              is it that video games offer that sets them apart from existing educational practice? The
              different prevailing learning theories each have their own approach to answering this
              question. We first examine the contribution from behaviorism, because it is this that lies
              closest to the dominating perception and manifestation of edutainment.


              Overview of behaviorism
              Behaviorism, which expanded rapidly during the 1950s, continues to be influential in
              research on educational media, including video games concentrating on the overt and
              observable behaviors essential for facilitating learning. For behaviorism, learning is a
              matter of reinforcing the relevant stimuli and response. Behaviorism has a long history,
              with theorists such as Pavlov, Thorndike, Watson and Skinner developing its foundation.
                  At the beginning of the 20th century, Thorndike provided an important theoretical
              background for behaviorism which has links with today’s edutainment. He was instru-
              mental especially in formulating the laws of exercise and effect. The law of exercise states
              that repetition is crucial to learning, and indeed this still holds true especially for the
              basic skills of reading, writing, and spelling (Good & Brophy, 1990). The law of effect
              states that we can strengthen a response by providing a reward after it. Thorndike’s



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          account of future progress in instruction from 1912 is also strikingly similar to current
          educational software and video games in general:

             If, by a miracle of mechanical ingenuity, a book could be so arranged that only to him who had done
             what was directed on page one would page two become visible and so on, much that now requires
             personal instruction could be managed by print (Thorndike in 1912, Quoted in Saettler, 1968:52)

          Thorndike’s prophecy in the above quote attests to the link between behaviorism and
          edutainment. It is possible to change feedback to the student using educational software
          or video games based on previous input. Educational software, especially video games
          with their strong rewards, is the manifestation of Thorndike’s dream.
              Skinner is also an important proponent of behaviorism during the 1950s. Only overt
          actions, i.e. not thought, understanding, or reflection, are interesting in a learning per-
          spective. In 1958, Skinner actually built a drill-and-practice machine resembling later
          behaviorist edutainment titles. Behaviorism implies a narrow focus on the interaction
          between player and game – the video game will ask a question and the player will answer.
          When students link the question and the answer enough times, reinforced by a reward,
          learning will occur. The player answering the question 2+3 correctly with 5, while getting
          points as a reward, will achieve in arithmetic (Gleitman, 1995; Saettler, 1968).

          Edutainment titles within a behaviorist approach
          We must not think of edutainment with a behaviorist approach as located within a fixed
          genre, but rather as different titles sharing certain assumptions about learning principles,
          motivation, and game design. Many of the titles on the market today fit best with a
          behaviorist approach, adhering to drill-and-practice forwarded through extrinsic moti-
          vation. The focus is on the player learning the right response to a given stimulus. The two
          laws of Thorndike are central in behaviorist edutainment titles: repetition and reward. We
          can characterize titles within behaviorism as those where the player practices a specific area
          through repetition while receiving rewards after each proper response.
              One example is the recent Math Missions Grades 3-5: The Amazing Arcade Adventure,
          where the player earns money for every correct maths answer given and money buys
          playtime in an arcade. The playtime reward is a way by which to push the learning for-
          ward, and the only function of the reward is to strengthen a certain behavior and moti-
          vate further similar behavior. There is no connection between the arcade games and the
          maths questions. It is no different from a mother promising her noisy child an ice cream
          if he will be quiet and do his homework.

          Discussion of findings – strengths and weaknesses of this approach
          The behaviorist approach is fairly evident in the most predominant edutainment titles up
          through the 1980s and increasingly sets the tone for titles in the years after that. Naturally,



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              this has resulted in a number of studies examining the actual learning outcome from such
              titles, although perhaps fewer than many would imagine. Most of the studies described in
              the previous section on learning outcomes take a behaviorist approach. Those described
              in detail below relate to a behaviorist approach, although such a categorization is not
              straightforward. Few studies within the field of educational video games directly ascribe
              to a theoretical orientation, and most tend to borrow from different learning theories.
              However, the approach to motivation is a sign of one’s learning orientation, with behav-
              iorist studies favoring extrinsic over intrinsic motivation. In addition, the focus on trans-
              mission of learning rather than construction can be seen as relating to a behaviorist
              approach (Good & Brophy, 1990).
                   The behaviorist approach has proved fairly effective within the area of health. Studies
              of health games have the advantage of being more capable of measuring overt changes in
              behaviors, and external signs of learning lend themselves to a behaviorist approach (e.g.
              Lieberman, 2001). Educational health video games often look to Albert Bandura’s social
              learning theory, which expands from a behaviorist starting point. Proponents of Ban-
              dura’s theory assume that the viewer, by watching and enacting specific activities, will
              learn the activities, especially when enforced by appropriate role models. Video games
              provide a safe frame for these activities and children can be made to repeat otherwise
              tedious actions.
                   Researchers studying health games have strengthened the support for learning from
              video games by comparing directly with other media forms. One of the most interesting
              studies is on the health action video game Bronkie the Bronchiasaurus, which compares
              video games with other teaching forms – an approach still rare in the research field. The
              edutainment title examined is also successful in bridging the gap between education and
              video games, not stripping the video game of its entertainment value (Lieberman, 1997;
              Lieberman, 2001).
                   Debra Lieberman (2001) compared playing the video game for 30 minutes with
              watching an educational video for 30 minutes. The children playing the video game
              expressed more enjoyment and learned the same as those watching the television pro-
              gram. Lieberman stressed that this was interesting given that the children watched the
              video only once – all its information is conveyed at once – while the video game delivered
              a limited amount of information in 30 minutes, the player repeating the 30-minute ses-
              sions several times. Players will rarely settle for playing a successful video game just once,
              which sets it apart from other media. This argument by Lieberman relates directly to
              Thorndike’s law of exercise. The game measures up on the short trial period and prom-
              ises additional motivating learning experiences.
                   Brown et al. (1997) reached similar results with the game Packy & Marlon, which aims
              to improve diabetes self-care among children. Players improved on self-efficacy, commu-
              nication with parents about diabetes and self-care behaviors. In addition, the post-test



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          showed a 77 percent drop in visits to urgent care and medical visits in the experimental
          group compared with the control group. The study is notable because it shows that a video
          game can have a direct impact on everyday self-health management. The promising results
          by Brown et al. and Lieberman are supported to some extent by other similar research
          findings on the educational use of health games (Dowey, 1987; Johansson & Küller, 2002;
          Lockyer et al., 2003; Noble et al., 2000; Thomas et al., 1997; Turnin et al., 2000).
               The critique of behaviorist edutainment titles extends from the very characteristics
          that set behaviorism apart from other learning theories, namely automatic repetition
          coupled with extrinsic motivation. This implies that much of the criticism relates to disa-
          greements on more fundamental assumptions relating to how humans learn. However,
          criticism also addresses the low quality of technology, gameplay, and graphics, which
          relates more directly to the actual edutainment product. Still, the criticism of these titles
          resting on behaviorist principles has led to an overall negative attitude towards edutain-
          ment titles. Users, both children and parents, criticize the gameplay, learning principles,
          and graphics heavily when it comes to behaviorist edutainment. In addition, profession-
          als, including educators and researchers, are increasingly joining the critics (Brody, 1993;
          Buckingham & Scanlon, 2002; Leyland, 1996).
               According to critics, behaviorist edutainment probably does teach children bits of
          things (see above), but most titles are limited in their facilitation of learning experiences.
          Rote learning in spelling and reading for pre-school and early school children may see
          some gains from edutainment. However, edutainment does not really teach the player
          about a certain area; rather, it focuses on training, letting the player perform mechanical
          operations. This leads to memorizing the practiced aspects but probably not to a deep
          understanding of the skill or content – the activity will be parrot-like and the intended
          goal and competency will not be fully grasped by the student. Although this approach
          may work for areas such as spelling and reading, the scope of learning is limited. The
          learning results in weak transfer and little application of the skills, because these are not
          fundamentally understood. Video games may perform well in assessments that formulate
          questions close to the information learned. However, if the assessment strays from the
          specific information learned by being put in a new context or requiring the student to use
          the information, the results are hampered. The lack of teacher involvement also results in
          critique (Gee et al., 2004; Healy, 1999; Jonassen, 2001; Schank, 1999).
               Another problem is the question of motivation. Behaviorist edutainment titles rely
          more on extrinsic motivation through rewards rather than intrinsic motivation. Extrinsic
          motivation does not relate to the game, but consists of arbitrary rewards; for example,
          getting points for completing a level. Intrinsic motivation, for example, would be the
          feeling of mastery from controlling the game. The approach to motivation partly explains
          why behaviorist edutainment titles usually lack an integration of the learning experience
          with the playing experience, which leads to the learning becoming subordinated to the



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              stronger play experience. The player will concentrate on playing the game rather than on
              learning from the game. There is common agreement that many behaviorist edutainment
              titles fail to integrate learning with the game. There is therefore a change of focus in the
              learning experience from the educational part to the game part, and this results in weak
              learning experiences, especially when the time-on-task issue is taken into consideration.
              The player will not spend much time on educational experiences, but rather will gain
              game experience (Brody, 1993; Fabricatore, 2000; Facer et al., 2003; Vandeventer, 1997).
                   The lack of integration between learning and playing is not problematic from a
              behaviorist learning perspective, because stimuli and response merely have to be linked
              through reinforcement. This has led to the criticism of behaviorist edutainment as relying
              on drill-and-practice. The criticism of the reliance on drill-and-practice mainly relates to
              the basic assumptions in behaviorism that carry over into behaviorist edutainment –
              training rather than understanding. Constantly, there will be people getting arithmetical
              problems like 2+2 and memorizing the results while not necessarily understanding the
              underlying rules (Andersen & Dalgaard, 2005; Buckingham & Scanlon, 2002; Facer et al.,
              2003; Konzack, 2003; Okan, 2003; Prensky, 2001).
                   Overall, studies with a behaviorist approach argue convincingly for use of behaviorist
              edutainment titles when we limit ourselves to learning outcome. However, learning theo-
              rists and game developers based in cognitive and socio-cultural traditions are skeptical
              and try to develop titles that fit within their own framework. They are dissatisfied with
              the dominance of behaviorist edutainment and want to raise the quality of the market
              (Children's Software, 1998).


              Overview of Cognitivism
              Cognitivism is a general term for a number of influential theories that focus on the indi-
              vidual’s construction of representations of the world. In the cognitivist approach, the
              learner is the center of attention. The cognitivist approach is critical of behaviorism’s nar-
              row focus on the relation between stimuli and response. The focus on behavior is seen as
              skewed and neglecting other important variables, namely the cognitive structures under-
              lying perception and response. People have underlying schematas representing what they
              have learned. When students approach a new task, they need to take account of different
              schematas; schematas have limits and provide opportunities for learners that can be
              addressed through scaffolding information, chunking information, multimodal informa-
              tion, and through the presentation of material in ways that correspond with each individ-
              ual’s cognitive abilities. There are limits to the information one can process, better ways
              of solving problems, and different ways of perceiving information. The intrinsic motiva-
              tion is crucial, and derives from the tensions between schematas and the external world
              most evident in the momentous work by Malone (Good & Brophy, 1990).



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          Edutainment titles within a cognitive approach
          Edutainment titles with a cognitive approach attempt to build intrinsic motivation by
          integrating learning and game experience. The play experience challenges the player’s
          schematas. More broadly, this includes attempts at presenting material in different ways,
          taking into account the limitations and potentials of the cognitive apparatus of humans.
          Cognitive edutainment titles stress the use of knowledge about how to organize material
          in terms of retrieval, encoding, chunking, modalities, and transfer problems.
               These titles often aim to have elements of discovery and inquiry presenting meaning-
          ful learning experiences so that the player can construct his/her own representations in
          an active dialogue with the game. We can describe the cognitive edutainment titles as aim-
          ing to engage players in a discovery process through a strong game experience that integrates
          learning and play while providing a strong experience akin to the limitations and potentials
          of the human mind.
               An example of a cognitive title is the research-based maths game Super Tangrams,
          where geometric shapes have to be manipulated. The player moves the geometric shapes
          so that they fit together in an outline, with the puzzles becoming progressively more diffi-
          cult. Playing the game integrates with the learning goals, and play is motivated intrinsi-
          cally – students will engage in the learning and playing experience motivated by the activ-
          ity itself.

          Discussion of findings – strengths and weaknesses of this approach
          The research area of instructional technology increasingly became active in the 1980s in
          relation to video games with Thomas Malone’s work (1980). Malone & Lepper (1987a, b)
          examined the differences between extrinsic and intrinsic motivation for distinguishing
          between different forms of drill-and-practice video games.
              Intrinsic motivation arises directly from performing the activity, whereas extrinsic
          motivation is supported by factors external to the activity. Players exhibit intrinsic moti-
          vation when spending hours learning how to play Counter-strike. Players engage with the
          game and learn it because it is interesting in itself. An example of extrinsic motivation is
          parents’ approval of their offspring playing an edutainment title to learn how to spell. By
          playing and learning, a reward is achieved that is not related to the activity. In behaviorist
          edutainment, the learning activity in itself is rarely motivated.
              Malone & Lepper (1987b) argue that very many educational video games have extrin-
          sic game elements which can be in the way of the learning experience. These are some of
          the heavily criticized edutainment titles relating to behaviorism, where there is no con-
          nection between the video game and the learning part. The game part mainly works as a
          reward for some educational activity being accomplished. These authors argue that better
          intrinsic use of game elements in drill-and-practice video games can facilitate enhanced
          learning and sustained interest for a given topic over time. However, integration of learn-



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              ing elements within the game-play does not make it into the most educational video
              game design, as is evident from Konzack’s (2003) analysis of a number of titles and sev-
              eral more common-sense observations by researchers (Leddo, 1996; Leyland, 1996).
                  Malone & Lepper (1987a, b) identify a number of categories that should be consid-
              ered in drill-and-practice video games designed to enhance learning. The first is chal-
              lenge, which implies that the game activity should be of an appropriate difficulty level for
              the player. This is done through both short-term and long-term goals, uncertain out-
              comes, and facilitating investment of self-esteem through meaningful goals. Further-
              more, clear, constructive, encouraging feedback is essential. The second is curiosity,
              which points to the complex and unknown information in the game that should encour-
              age exploration and organization of the information in relation to both the sensory and
              the cognitive areas. Third, Malone & Lepper stress the player’s experience of control as
              critical. Through a responsive environment, a high degree of choice within it, and by
              equipping the player with the ability to perform great effects, a sense of control emerges.
              Fourth, involving elements of fantasy in the game universe facilitates intrinsic motiva-
              tion. These fantasy elements have to appeal to the target group emotionally, serve as met-
              aphors for the learning content, and be an endogenous part of the learning material. The
              fifth category is the role of interpersonal activity. This is the increased motivation result-
              ing from the social context of the video game –most directly competition and collabora-
              tion with peers. In addition, the recognition of peers serves as motivation.
                  The question of intrinsic motivation is crucial to cognitivism, but other important
              elements in the educational use of video games have been researched from a cognitive
              perspective, too. The human mind’s limitations and potentials run beneath the interest in
              flow experiences, audiovisual props, and control of the learning process.
                  Marshall Jones’s (1998, 1999) work is often cited as the theory of flow in relation to
              learning from video games. Jones finds that the flow theory to a large degree explains the
              intrinsic motivational aspects of video games and can benefit the design of games. Video
              games are capable of facilitating flow experiences through a number of characteristics, for
              example, via interaction and challenges. To some extent, Jones’s research echoes Bowman
              (1982) and Bisson & Luckner (1996) in describing how video games are constructed in a
              way that facilitates flow.
                  Klawe (1998) argues that researchers and educational designers have to aim at ele-
              ments in video games that are particularly strong, e.g. unlimited number of activities, vis-
              ualization, manipulation, symbolic representations, adaptive sequencing, feedback, and
              meaningful, contextualized activities. These relate directly to important questions con-
              cerning cognitivism, namely how to facilitate the learning process by being aware of the
              limitations of the cognitive apparatus of humans.
                  Lastly, cognitivism favors a meta-skills perspective, with problem-solving as the most
              researched. Cognitivism focuses less on the content side than behaviorism does; instead,



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          the skills to learning are important. Problem-solving has received much research atten-
          tion over the years (Curtis, 1992; Gee, 2003; Greenfield, 1984; Grundy, 1991; Jillian et al.,
          1999; Kirriemuir & McFarlane, 2002; Ko, 2002; McFarlane et al., 2002; Pillay et al., 1999;
          Quinn, 1997; Walker de Felix & Johnson, 1993; Whitebread, 1997). Most of these studies
          connect problem-solving with video games. Problem-solving might improve between
          video games, but it is hard to transfer the improvement to contexts other than video
          games. It is also found that good general problem-solving skills are predictive of better
          performance in a video game (Ko, 1999).
              Studies examining the learning outcome from a cognitivist perspective are limited,
          although Klawe (1998) provides a strong example with an overview of the research
          project E-Gems. This project focuses on two educational maths video games designed by
          the researchers in connection with the projects Super Tangrams in 1996 and Phoenix
          Quest in 1997. These are the bases of several empirical studies where researchers manipu-
          late different variables to determine the most active elements in facilitating the learning
          process. On an overall level, the video games produced in the project prove motivating,
          popular, and highly effective in teaching maths to students. The results are particularly
          strong, as the different research designs and research teams replicate the results – totalling
          approximately 200 students in the controlled studies of Super Tangrams and a similar
          number in the research on Phoenix Quest (Klawe, 1998; Sedighian & Sedighian, 1996,
          1997).


          Overview of constructionism
          Constructionism shares certain assumptions with cognitivism about the individual con-
          structing knowledge and the problems related to transmitting knowledge, but emphasizes
          the value of the role of external objects in facilitating the learning process. The main pro-
          ponent is Seymour Papert, drawing on Piaget’s constructivism. Initially, the mission was
          to teach children difficult subjects, like maths, in alternative ways, but slowly it became an
          established overall theoretical learning approach. The most influential tool for construc-
          tionist thinking is the programming language Logo. Logo lets students draw computer-
          generated drawings using mathematical concepts. The concepts are not explicit, but
          implicit when drawing figures. For example, the so-called turtle (not too different from
          an avatar in a video game) can draw a square. The student observes the turtle drawing a
          line and gives it the command to turn 90 degrees. Students repeat the command three
          times and draw a square. The active approach to knowledge and the use of external arti-
          facts facilitating the learning experience is essential for constructionism (Papert, 1980,
          1998).




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              Edutainment titles within a constructivist approach
              Edutainment titles that adhere to a constructivist approach are often referred to as micro-
              worlds. These are open-ended universes (more or less game-like) in which a certain topic
              is represented in different artifacts that the player can interact with. A microworld simu-
              lates a part of the world that is simplified and constructed to facilitate working with con-
              crete objects. When interacting with objects in microworlds, we are learning about the
              object’s properties, connections, and applications. The player can engage and manipulate
              these artifacts and thereby construct a perception of the given topic. We can describe the
              constructivist edutainment microworlds as simulating a part of the world allowing the player
              to explore this manifestation, resulting in strong learning experiences.
                  An example of a microworld title is My Make Believe Castle, where the player actively
              engages in exploring and constructing different aspects of a castle. The focus is not on
              hard content as such, but rather on the general skills of creativity, problem-solving, criti-
              cal-thinking skills, sequential planning, and memory.

              Discussion of findings – strengths and weaknesses of this approach
              For some constructionist thinkers, video games are the lost paradise. Here is a universe
              where the learner can engage with a microworld and construct different objects and con-
              nections that can work as virtual shared artifacts (Papert, 1998).´The most noted contri-
              butions within this field are the works of Yasmin Kafai (1995, 2001), which have stood the
              test of time. Up through the 1990s, she developed the idea of children designing games,
              turning them into producers of knowledge, and letting them play with objects in different
              ways. According to Kafai & Resnick (1996), there is no doubt that programming and
              maths knowledge can be acquired through designing video games. Arguably, designing
              video games makes it possible for the learner to approach a subject in an active way,
              thereby constructing a personal representation of knowledge by using physical artifacts.
              The student’s learning experience draws on different perspectives while giving rise to a
              variety of actions and thus to a fuller understanding of a given topic.
                  The focus is on the construction process and therefore research has focused on open-
              ended games. This has spanned students designing simple games, engaging in virtual
              worlds, exploring microworlds, and playing other open-ended video games. The basic
              assumptions about learning are different in constructionism compared to the predomi-
              nant edutainment titles. In a constructionist perspective, learning does not transfer from
              the video game, and the challenge is not to design an educational video game with rele-
              vant content. Rather, the hard challenge is to facilitate playing that makes the player
              engage with the material, discuss it, reflect on it, and use the video game as a means for
              constructing knowledge. A prerequisite for such constructions may very well be relevant
              content, but the content is far from enough.




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              Kafai (1996) notes that the design of these microworlds proves a lot more difficult
          than drill-and-practice video games because the topic in the microworld has to be inte-
          grated. One cannot just take a well-tested action formula and use it as the blueprint as in
          the case of most current edutainment titles within a behaviorist or cognitivist tradition.
          The interest in microworlds has been especially strong in relation to maths and science
          (Goldstein & Pratt, 2001; Hoyle et al., 1991; Hoyles et al., 2002; Miller et al., 1999; Reiber,
          1996; White, 1984), but attempts have surfaced in which constructionism is used as a dif-
          ferent approach to video games (McCarty, 2001; Woods, 2002).
              Although cognitivism and constructionism are capable of solving some of the critical
          questions hurled at behaviorist edutainment, they far from satisfy everybody. The socio-
          cultural approach is the full picture of the educational use of video games: player, video
          game, and context.


          Overview of the socio-cultural approach
          The socio-cultural approach is a broad term encompassing a number of theories that rely
          on mediation for an understanding of the learning process. From this perspective, knowl-
          edge is the tool that mediates activity rather than memorized information. Activity the-
          ory, socio-cultural theory, and situated learning see a given activity as mediated by tools
          which include technology, language, communities, culture, and symbols. The socio-cul-
          tural approach is also noticeable in stressing the role of social interaction through the
          concept of proximal development (Vygotsky, 1978). Learning occurs when a teacher, par-
          ent, peer, or tool guides a student from an actual point of development to a potential
          point of development – each serves as a mediator for facilitating students’ appreciation of
          a given activity. The main socio-cultural approach has the broadest orientation in using
          activity as the unit of analysis. This is in opposition to situated learning, which relies on
          the community and activity theory’s focus on tools and labor. In particular, it is the works
          of theorists like Vygotsky, Wertsch, Leontjev, Lave, and Wenger that are representative of
          the socio-cultural approach, although each adheres to a different sub-area (Lantolf,
          2000).
              The video game as an embodied tool extends the action of a given agent and creates
          both opportunities and limitations for the agent using it. An activity consists of the rela-
          tion between a subject and an object which is mediated by a tool. Tools can be a variety of
          artifacts, found in our social and cultural life, that endow us with a diversity of opportu-
          nities. When we use languages, we are drawing on a symbolic tool refined through gener-
          ations. The socio-cultural perspective alerts us to the importance of considering tools and
          context when thinking about learning and education. Different contexts and tools facili-
          tate a variety of learning experiences (Vygotsky, 1978, 1986; Wertsch, 1991).




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              Edutainment titles within a socio-cultural approach
              The area has yet to see the first edutainment titles extending from a socio-cultural
              approach. The lack of specific titles comes from the fact that the socio-cultural approach
              has less to do with the actual video game and more with the explorations, reflections, and
              discussions that are activated around video games among students and teachers. It is
              therefore natural that the socio-cultural is more about the perspective on the educational
              use of a specific title rather than the actual development of a given title.
                  Studies within the area examine commercial video games developed purely for enter-
              tainment from an educational perspective, because most existing edutainment titles are
              found to be useless from a socio-cultural perspective. The existing edutainment titles fail
              to facilitate meaningful, engaging, and deep learning experiences. The titles used are, for
              example, Civilization III, SimCity 2000 and Europa Universalis II. The reasons behind the
              choice of these particular titles are not explicit. However, they are all simulations of a par-
              ticular subject area that students can engage with – challenging, exploring, and discussing
              the video game in relation to their own game experiences. The possibility for the player to
              invest something of himself in the game is central.

              Discussion of findings – strengths and weaknesses of this approach
              Since the beginning of the 1980s there has been interest in examining the social context
              around video game experiences (i.e. Strein & Kachman, 1984), and in the mid-1990s the
              socio-cultural approach really began to influence the area. In the Nordic countries, Jes-
              sen’s study of video games described the informal play, culture, and learning experiences
              around computer games mediated through social relations in particular (1995, 2001).
              Jessen’s study led to interesting findings concerning peer learning around video games
              and appreciation of the rich social interaction that mediated the game experience. The
              appeal of video games to children closely relates to the match between children’s existing
              play culture and the video game culture. This research never really goes beyond the infor-
              mal learning processes surrounding video games, but points to the importance of incor-
              porating them. This is strongly supported by Squire (2004) in his PhD dissertation exam-
              ining several classes playing Civilization III. The explicit goal was to facilitate history
              through Civilization III, especially through the surrounding social environment. Squire
              concludes that:

                 The most important point in understanding how games engage players in educational environ-
                 ments may be that good games engage players in multiple ways and the interplay between these
                 different forms creates dynamic learning opportunities. Different play styles and tastes enriched
                 classroom conversations, often leading to discussions that produce important ‘taken-as-shared’
                 meanings. [...] Discussions between different player types drove them to articulate and defend
                 different strategies, even rethinking their orientation to the game. (2004: 241)




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          From a socio-cultural perspective, video games do not lend themselves to learning by
          rote. Instead, the goal should be the exploration of relationships between variables,
          events, and complex patterns. In a socio-cultural perspective, video games are the tools
          for constructing a viable learning experience, but not the learning experience per se.
          Video games mediate discussion, reflection, facts, and analysis facilitated by the sur-
          rounding classroom culture and the student’s identity. In other words, video games are
          interesting not for their content but for the way new explorations initiate negotiations,
          constructions, and journeys into knowledge (Gee, 2003; Jessen, 2001; Kaptelinin & Cole,
          1997; Linderoth, 2002; Squire, 2004).
               Gee (2003) speaking from a socio-cultural perspective, has given one of the strongest
          theoretical accounts for understanding the learning mechanisms in video games,
          although not necessarily directly useful in an educational setting. His overarching idea is
          that children learn to participate in new domains by playing video games. They learn to
          make sense of new areas, especially by engaging with others, discussing, reflecting, and
          sharing. A key area in play activity is the role of critical thinking, which the social practice
          around the video game constantly calls for.
               Gee (2003) presents five main areas of interest concerning video games that are also of
          interest for educational purposes. He sees these as intrinsic qualities of video games that
          can be useful in a school setting to facilitate learning in a more meaningful and engaging
          way: The first quality is that of semiotic domains. Like other activities in life, video games
          are a semiotic domain that can be learned slowly. One learns to make sense of and navigate
          in the domain of the game, while being directed to other interesting domains, e.g. science.
          Video games can also work as a place to reflect on the engagement and processes in
          domains of practice. The second quality Gee points to is around learning and identity.
          Video games provide new opportunities for learning experiences when the student is
          involved with the material. Video games are good for creating agency and identification,
          and this sparks critical thinking and learning. The learning experience in video games
          becomes more effective because players immerse themselves within the environment. We
          can make mistakes without real consequences and we are encouraged to continue trying.
          The third quality is situated meaning and learning. Video games are well suited for new
          forms of learning, where one can interact with the game world through probing and
          choosing different ways to learn and see things in a context. We can interact, challenge the
          game, and over time build up a more accurate picture of an area. The fourth quality is of
          telling and doing, both related to amplification. Games can amplify areas and subsets of
          domains that players can practice. According to Gee, games are also suited to transferring
          between domains. It is possible to transfer knowledge learned in video games to other con-
          texts. This last point concerns cultural models. The content in games represents ways of
          perceiving the world and carries a great deal of implicit information. It also has bearing on
          other domains of life and can be both good and bad, depending on one’s values and norms.



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              Overview of tensions shared between each of
              the three theories overviewed
              The four different learning approaches discussed throughout this paper – behaviorism,
              cognitivism, constructionism, and the socio-cultural approach – have some shared areas
              of tension that reflect fundamental differences in approaches to the educational use of
              video games and point to recurring problems within the area. These tensions will have
              implications for how we develop edutainment in the future and for what direction future
              research should be aimed.

              Learning vs. playing
              We have seen that each of the four different approaches puts a different emphasis on the
              relationship between learning and playing. For behaviorism, the playing part mostly
              works detached, providing extrinsic motivation, whereas with the other approaches it is
              critical to develop a close relationship based on the implicit notion of developing intrin-
              sic motivated educational experiences with games evident in the approach of cognitiv-
              ism, constructionism, and the socio-cultural. Many of the problems encountered in this
              review are neglected by the behaviorist approach owing to its split between playing and
              learning, whereas this is a central problem for the other approaches to confront.
                  One example of the problem related to learning versus playing is when the game’s
              goals and system work against the learning goals. Students will often tend to focus on
              achieving the game goals while neglecting the learning part. This is a risk in the educa-
              tional use of commercial video games, where the game goals are often not educationally
              relevant. A game like Age of Empires may have historically relevant settings and narratives,
              but the main focus is on mastering resource management to beat the opponent, which
              attracts most of the student’s attention while playing. The problem is not limited to the
              educational use of video games, it can also be found in the behaviorist edutainment titles
              that dominate the market. For example, when a student plays Math Blaster, an all time
              classic, the game’s goals and system are about being fast and about shooting down aster-
              oids (that then release questions on algebra). Of course, the student learns algebra, but
              swiftness and shooting skills take up much space and sometimes work against really
              thinking about the algebra.
                  In studies of Europa Universalis II and Where in the World is Carmen San Diego, this
              line of argument is also supported. Most students skip important text or gloss over it
              because it is in the way of the game experience. Students put the game goals above the
              learning goals. This points to the major challenge of finding game designs that can make
              learning and playing work together, or, at least, not one against the another (Egenfeldt-
              Nielsen, 2005; Grundy, 1991; Healy, 1999; Magnussen & Misfeldt, 2004).




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          Freedom vs. control
          All research on the educational use of video games emphases the freedom and control
          that students gain in video games compared to traditional teaching. However, research
          shows that it also creates several problems in an educational context. This issue is less
          pronounced in behaviorist and cognitivist edutainment titles compared to the other areas
          because of the more fixed game universes, where there are fewer chances of detours.
          However, the problems grows as those of us in education begin to use the more open-
          ended and complex game universes like The Sims in educational settings.
              The player has much freedom when using video games, which is contrary to the more
          explicit demands an educational situation makes on a student. The player feels that the
          control should not be tainted by outside interference (i.e. Egenfeldt-Nielsen, 2005;
          Squire, 2002), but students may also criticize the lack of direct educational interventions.
          Indeed, many studies show the benefit of careful guiding, supporting, scaffolding, intro-
          ducing, and debriefing the video game experience. This is difficult when students want to
          make their own mistakes, decide how to play, and expect to maintain control.
              The risk of freedom, control, and play dominating learning may have to be dealt with
          by the teacher. The right approach seems to be an explicit framing of the game experience
          as education, i.e. stressing the goals from an educational perspective and pointing out to
          students that there is not the complete freedom and control one would expect when play-
          ing in one’s spare time. Otherwise the lack of a firm setting confuses students who are
          uncertain about the expectations when playing and learning. If this explicit framing is
          not made, some students will shift between the different modes not focusing on educa-
          tional goals and vary in commitment – thinking that after all it is just a game, so why
          bother about the educational agenda (Egenfeldt-Nielsen, 2005; Jillian et al., 1999; Leut-
          ner, 1993; Squire, 2004).

          Drill-and-practice vs. microworlds
          Most current researchers shy away from the narrow focus on drill-and-practice games
          found in behaviorist edutainment, but when we look more closely many researchers still
          indirectly assume that parts of the game have drill-and-practice elements that can trans-
          fer facts and support skills. Indeed, research indicates that drill-and-practice is useful but
          works best in combination with other teaching forms (Cotton, 1991; Loftus & Loftus,
          1983). Klawe (1998) stresses that video games should be used for maths activities that are
          otherwise difficult to introduce in a classroom while specifically pointing to the limita-
          tions of drill-and-practice.

             Most of the early mathematical video games focused on drill and practice of simple number
             operations and concepts. Such games are easy to develop. Moreover, playing such games [is] an
             effective and motivating method of increasing fluency for many students. However, drill and




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                 practice is only one of many components of mathematics learning and can be achieved via a
                 variety of non computer-based methods. (Klawe, 1998: 9)


              The preference for drill-and-practice is understandable given the design challenges facing
              other titles. Microworlds have proved significantly harder to design than classic drill-and-
              practice games (Kafai, 1995, 2001; Papert, 1998). It is quite evident that it is not from
              within the drill-and-practice perspective that new developments will come. Indeed, most
              behaviorist edutainment titles have remained almost untouched by time in the past
              30 years. Still, we have to acknowledge that the behaviorist edutainment approach may
              provide low-hanging fruit that we ought not to lose through automatically deeming all
              behaviorist edutainment titles old-fashioned (Egenfeldt-Nielsen, 2005).
                  Most current research develops from a socio-cultural or constructivist perspective
              that favors the microworld approach. However, we see this only vaguely reflected in the
              industry; for example, in such recent attempts as Global Conflicts: Palestine, A Force More
              Powerful, and The Calm and the Storm, which offer the hope of a different formula for
              edutainment.

              Transmission vs. construction
              From the behaviorist perspective, the challenge of educational video games is in trans-
              mitting information from the video game to the player. There is no difference between
              different contexts, and the transmission of content is reliant on conditioning and rein-
              forcement. From a constructivist position, the transmission of information is not suffi-
              cient to our understanding the educational process. Situations need to be facilitated
              where players actively engage in the video game and construct their own knowledge
              through the artifacts of the game world to make it more broadly accessible.
                  As discussed earlier, research points out that the immersive effect of video games leads
              to a lack of awareness of the contents, structures, and concepts integrated in the video
              game. This results in weaker learning overall and especially in the transfer of game expe-
              rience to other contexts. Students may learn some content or skills in the game universe
              and apply them in the game context, but they are not constructed in ways that are accessi-
              ble in other contexts.
                  In an earlier study by Klawe & Phillips (1995), the use of paper and pencil during
              gameplay was found useful for transferring video game maths experiences to other class-
              room practice. The use of paper and pencil forces students actively to construct knowl-
              edge. This is supported by recent research that constructed the game prototype Global
              Conflicts: Palestine, with a journalist exploring the Israeli-Palestinian conflict and jotting
              down notes in a physical notebook. This works very well, because the notebook is a
              meaningful part of the game world as a journalist and can be used as an artifact crossing
              from game setting to other teaching (Buch & Egenfeldt-Nielsen, 2006). The two studies



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          point to the importance of not relying solely on the video game and instead actively pur-
          suing links with other teaching forms, thus providing for a fuller learning experience.
              There is continuing disagreement among the above approaches over how transfer is
          achieved. On the one hand, many researchers assume that the learning must be by stealth
          and that it is undetectable by children. This is reliant on the premise that an educational
          video game resembles a traditional video game. It must not give itself away, because chil-
          dren will then shy away from the educational title (e.g. Brody, 1993). The game experi-
          ence has to integrate learning elements and not let the game elements stand out. On the
          other hand, if the players are not aware of the learning elements, this will undermine the
          learning experience and, especially, the transfer value. The transfer has to be made
          explicit, and here the teacher can play a crucial role.

          Teacher intervention vs. no teacher intervention
          Researchers are consistently finding that teachers play an important role in facilitating
          learning with video games, in terms of steering use in the right direction and also in pro-
          viding an effective debriefing that can catch misperceptions and interesting differences in
          students’ experiences while playing. Many edutainment titles adhering to behaviorism
          and cognitivism neglect this, whereas it is central in the socio-cultural approach. Teachers
          may also use educational titles in ways that extend a title’s narrow focus on, for example,
          behaviorism or cognitivism. However, many teachers while appreciating this intuitively
          fail to take charge when using video games (Egenfeldt-Nielsen, 2005; Sandford & Wil-
          liamson, 2006).
              Many researchers argue that video games are not explicitly educational, but that they
          provide opportunities for interested teachers. Therefore, they also see the teacher’s role as
          imperative for the learning experience. This is true particularly for the commercial enter-
          tainment titles that find their way into educational settings which have not been devel-
          oped with curriculum explicitly in mind. The problem is that if we rely too much on
          teachers we may be disappointed by their reluctance to engage with games and their lack-
          ing knowledge of how to use games (Cavallari et al., 1992; Egenfeldt-Nielsen, 2005;
          Grundy, 1991; Klawe, 1998; Squire, 2004).


          Conclusions
          The different approaches to educational experiences with video games are largely not
          clear-cut when we encounter them in research, but instead are a mix. The different learn-
          ing approaches clearly have something to offer on different levels especially when we have
          to develop edutainment that can work in the educational setting. The split between dif-
          ferent titles adhering to behaviorism, cognitivism, constructionism, or the socio-cultural
          does not suggest that one is bound to approach the titles exclusively from that angle.



                                           overview of research on the educational use of video games     205
dk-2006-3.book Page 206 Wednesday, August 23, 2006 9:08 AM




              Rather, the categorization points to the underlying assumptions that the teacher can
              expand on. Indeed, a broader approach to a behaviorist edutainment title may broaden
              its application and use in an actual educational setting.
                   Although there may be internal inconsistencies on a theoretical level, this is not neces-
              sarily the case on a design level. The behaviorist and cognitivist perspectives are valuable
              for examining the narrow relation between video game and students focusing on the role
              of motivation. Constructionism shows us how video games can be used as a shared arti-
              fact for constructing knowledge. On a socio-cultural level, we appreciate and examine the
              environment that emerges around video games in negotiating and constructing knowl-
              edge. Here, questions of collaboration, debriefing, and discussion are crucial to under-
              standing: How can we construct, mediate, and support the knowledge acquired in rela-
              tion to video games?
                   Most previous research and design gives prominence to one or two characteristics in
              learning from video games, which is probably too limited. We need to gain a more inclu-
              sive understanding of the different learning perspectives if we are to understand the full
              scope of the educational use of computer games. Indeed, to see the educational use of
              computer games as a homogeneous field is not beneficial – for a start, there are different
              teaching forms and edutainment genres that will benefit different educational goals.




              Noter
              1 Overviews of the areas see Egenfeldt-         Bensen, C., Stern, J., Skinner, E., Beutner,
                Nielsen & Smith (2004), Egenfeldt-               K., Conant, M., Tyring, S., et al. (1999).
                Nielsen (2003) and Dorn (1989).                  An Interactive, Computer-Based Pro-
              2 See my previous discussion on these              gram to Educate Patients About Genital
                problems (Egenfeldt-Nielsen, 2005)               Herpes. Sexually Transmitted Diseases,
                                                                 26(6), 364–368.
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Imprimir Game Overview

  • 1. dk-2006-3.book Page 184 Wednesday, August 23, 2006 9:08 AM digital kompetanse | 3-2006 | vol. 1 | side 184–213 Assistant Professor Simon Egenfeldt-Nielsen IT-University of Copenhagen, sen@itu.dk | Center for Computer Games Research Overview of research on the educational use of video games Abstract This paper overviews research on the educational use of video games by examining the viability of the different learning theories in the field, namely behaviorism, cognitivism, constructionism and the socio-cultural approach. In addition, five key tensions that emerge from the current research are examined: 1) Learning vs. playing, 2) freedom vs. control, 3) drill-and-practice games vs. microworlds, 4) transmission vs. construction, 5) teacher intervention vs. no teacher intervention. keywords education • video games • edutainment • learning • video games • overview • behaviorism • constructionism • cognitivism • socio-cultural • instructional technology • playing • teacher More than once we have heard that research on video games is an emerging field in which there has been no prior research, even though this is clearly not the case. Unfortunately, amnesia shackles too many researchers. In providing a comprehensive overview of the educational use of computer games, the paper contributes to the cure for this amnesia and highlights key tensions emerging from the current research that should be consid- ered by practitioners and researchers alike. The method behind this overview The paper presents the most influential research on the subject based on an extensive search of the literature. The following database resources were used: Eric, Psych info, Medline, Ingenta, Emerald, ProQuest, Game Studies, Game-research.com, Simulation & Gaming and several others, as well as the most recent literature overviews, conference proceedings and websites of researchers. References found throughout these sources have been further expanded by examination of the references cited there. 184 digital kompetanse | 3-2006
  • 2. dk-2006-3.book Page 185 Wednesday, August 23, 2006 9:08 AM Overall, the search resulted in more than 300 references based on search terms such as video games, instructional, educational, learning and the like. The most influential research, making up the body of this overview, is based on an informal overview of the articles other researchers used and the quality of their studies. Areas of cognitive changes, for example eye-hand coordination and visual-spatial abilities, are not included, nor are studies examining the relationship between video games, violence, aggression, and social behavior. Also excluded is the area of business and military simulations. Although partly related, these have quite different settings and tar- get groups compared to most research on the educational use of video games. Experien- tial learning is also missing from the overview, although this has a strong base in the related area of simulation of games. So far, however, experiential learning has had little success within the educational use of video games, although there are some exceptions (e.g. Egenfeldt-Nielsen, 2005). Finally, this overview does not deal with research on the non-electronic educational use of simulation and gaming1. Why do we need an overview of the educational use of video games? The educational use of video games is central to the broader area of learning with video games and throws up one or two unique problems related to educational scope. We still lack an exclusive overview (on the use of video games for education) focused on the implications of using video games within an educational context. The educational set- ting presents unique problems in terms of methods, focus, and relevant research ques- tions. The first research overviews within the broad area of learning from video games have appeared within the past 10 years (i.e. Cavallari et al., 1992; Dempsey et al., 1996; McGre- nere, 1996). These serve as a viable starting point in combination with overviews that are more recent, inclusive, and thorough (i.e. Bergman, 2003; de Freitas, 2005; Kirriemuir & McFarlane, 2003; Mitchell & Savill-Smith, 2004; Squire, 2002). In addition to the litera- ture on learning from video games, there are a number of useful overviews of learning from simulations. These have quite a different scope, with a focus more on simulations than on video games (Bredemeier & Greenblat, 1981; Clegg, 1991; Dorn, 1989; Lederman & Fumitoshi, 1995; Leemkuil et al., 2000; Randel et al., 1992; Van Sickle, 1986; Went- worth & Lewis, 1973). However, even attempts at overviewing the broader field of learning from video games are skewed in some way. Some of the problems within the field reflected in these overviews are: 1) Lack of separation between different ways of using video games for learning (i.e. de Freitas, 2005), 2); underdeveloped theory on facilitating learning through video games (i.e. Kirriemuir & McFarlane, 2003); 3) weak theoretical knowledge of video games (i.e. Mitchell & Savill-Smith, 2004); 4) incomplete use of previous litera- overview of research on the educational use of video games 185
  • 3. dk-2006-3.book Page 186 Wednesday, August 23, 2006 9:08 AM ture owing to the variation in terminology, place of publication, and researcher back- grounds (i.e. Squire, 2002)2. Boundaries of learning from video games Learning from video games spans a wide area of topics, not all of which can be treated successfully under the same heading. Certainly, an awareness of the different sectional views that exist is important to understanding the field. We have to be careful not to con- fuse learning how to play video games and accidentally learning from video games with a targeted educational effort of video games. This overview focuses on the educational efforts with video games. The educational use of video games is characteristic in that the learning experience has a specific goal. There is little doubt that we can learn from video games (like any other activity in life), but the harder questions relating to who, what, where, why, and how quickly we learn are not readily solved. Unfortunately, many researchers still settle for examining whether we learn from video games, neglecting to examine whether the results from a video game differ from those of other activities in, for example, efficiency and requirements (for example the monumental work by Gee, 2003). The lack of control groups in research set-ups demonstrates this vividly. In most studies, researchers examine the effect of a course which includes video games without making any comparison with a similar course without video games (e.g. Adams, 1998; Kafai & Neulight, 2005; Squire, 2004), although there are exceptions (e.g. Lieberman, 2001; Wiebe & Martin, 1994). Problems related to the use of control groups suggest that it is useful to look at alternative methods to experimental set-ups, e.g. ethnographic classroom research, cultural studies, and design-based research. An important distinction when determining the educational use of video games is the different game titles used. The first, most obvious category, is commercial educational video games, often known as edutainment. Edutainment focuses on teaching the player certain specific skills: mostly algebra, spelling, problem-solving, and other basic skills. Edutainment titles include Math Blaster, Pajama Sam and Castle of Dr. Brain. Edutain- ment titles have a strong educational component but often do not reflect the motiva- tional drive of commercial titles (Facer et al., 2003; Leyland, 1996). The second category comprises commercial entertainment titles used fairly haphaz- ardly for education. These rarely focus exclusively on one topic and on basic skills. Com- mercial entertainment video games in this category include SimCity and Civilization, titles used by several schools. The educational goals of commercial video games are indi- rect rather than direct, goals that can lead to a skewed focus in the learning process. How- ever, their strength is that the motivational part is well documented from success on the commercial entertainment market (Kirriemuir & McFarlane, 2002). 186 digital kompetanse | 3-2006
  • 4. dk-2006-3.book Page 187 Wednesday, August 23, 2006 9:08 AM The third category is research-based educational video games; these often challenge the existing formula of edutainment (e.g. Hancock & Osterweil, 1996; Malone & Lepper, 1987a). Edutainment originating from research often presents new approaches and has strong documentation for learning outcomes. However, these titles often lack the budgets and technical quality to compete with the more commercial titles. They make a greater impact only if published on the commercial market with some modifications. Exemplary titles are Oregon Trail, Logical Journey of the Zoombinis, Phoenix Quest and Global Con- flicts: Palestine. What is edutainment? To this point, video games with “educational” features have not fared well in the marketplace. The “educational” content tends to come at the expense of the gameplay and control is taken out of the hands of the player… Game buyers (as opposed to concerned parents) are wary of edutainment. (Leyland, 1996: 1) Edutainment, an amalgamation of “education” and “entertainment”, is a broad term cov- ering the combination of educational and entertainment use on a variety of media plat- forms, including video games. It became current within video games up through the 1980s, with the critique accelerating especially in the 1990s. Electronic Arts were first to use the edutainment label for video games when marketing the popular title Seven Cities of Gold in 1984. Parents warmed to the combination of entertainment and education, preferring play during which their children learned something. The term edutainment is fairly wide-ranging, with many games subscribing to the category. Although less attrac- tive today, game companies still incline towards strengthening the appeal for parents, compared to 20 years ago (Buckingham & Scanlon, 2002; Mamer, 2002). Behaviorism, cognitivism, and, later, other educational theories shape the face of edutainment. Early on, popular edutainment titles spanned the entire field of learning theories, although research-based titles presented an alternative to the dominating behav- iorist titles. During the 1970s, a number of research-based titles were developed, and up through the 1980s there remained room for edutainment titles hailing constructivist learning theories. The current status of edutainment is that titles with a different learning approach than behaviorism are outmaneuvered commercially by traditional edutainment concepts, a development accelerated by consolidation in the edutainment market in the mid-90s (Andersen & Dalgaard, 2005; Buckingham & Scanlon, 2002; Konzack, 2003; Leyland, 1996; Willis et al., 1987). overview of research on the educational use of video games 187
  • 5. dk-2006-3.book Page 188 Wednesday, August 23, 2006 9:08 AM Practical barriers to the educational use of video games Over the years, researchers and educators have recognized that using games in general, and video games in particular, entails a number of very basic problems. Those usually mentioned first relate to the constraints within an educational setting, e.g. short lessons, physical space, variations in game competence among students, installation, costs, and teacher preparation time. In addition, the perception of video games still influences the learning experience. Both students and teachers approach the educational use of video games with skepticism. One recent study indicates that students may be reluctant to engage with video games based on this skepticism, which stands in stark contrast to the usual idea of all students embracing video games (Egenfeldt-Nielsen, 2004; Gros, 2003; Hostetter, 2003; Kirriemuir & McFarlane, 2002; Prensky, 2004; Squire, 2004). Learning outcome from the educational use of video games Overall, it has to be said that the current findings on learning outcome are positive and promising (Table 1). Some skepticism is warranted, however, because the lack of control groups, researcher bias, weak assessment tests, and short exposure time is not addressed sufficiently. A similar picture emerges if we look at the related research on the educational use of simulations. Although the overall picture here is also positive, methodological flaws and contradictory results are commonplace (Bredemeier & Greenblat, 1981; Dorn, 1989; Randel et al., 1992; Wolfe & Crookall, 1998). Tabell 1: Table 1. An overview of studies on the effectiveness of learning from video games. Author(s) Year Genre N Subject Results Levin (1981) Action – Math Video games are motivating, engaging, and ulti- mately successful in teaching children the planned maths concepts. Video games may be especially suitable for teaching ways of approaching maths that cater to individual dif- ferences. White (1984) Simula- 32 Physics Playing the game improves students’ problem- tion solving ability related to physics in relation to how force influences motion. Forsyth & (1987) Adventure 120 Geography The adventure game results in children learning Lancy geographic locations with strong retention. Dowey (1987) Puzzle 203 Dental Children learn best from a combination of health teaching and video games. Although they learn about dental hygiene, this does not transfer into change of everyday practice. 188 digital kompetanse | 3-2006
  • 6. dk-2006-3.book Page 189 Wednesday, August 23, 2006 9:08 AM Author(s) Year Genre N Subject Results McMullen (1987) – 37 Science The drill-and-practice video game does not have any effect on the learning outcome, nei- ther short-term nor long-term. However, stu- dents playing the video game indicate that they believe they learn more. Jolicoeur & (1998a; Fractions Students learn from video games, but educa- Berger 1998b) Spelling tional software is more effective. Wiebe & (1994) Adventure 109 Geography There is no difference in learning geography Martin facts and attitudes between video games and teaching activities not on a computer. Sedighian (1996) Strategy 200 Math The learning outcome is critically affected by and teachers’ integration of video games and tradi- Sedighian tional teaching, but video games prove highly effective. Betz (1995) Strategy 24 Engineer Video games increase motivation and learning among students. Thomas et (1997) Adventure 211 Sex educa- Students learn from playing video games both al. tion on specific knowledge items and in self-efficacy. Brown et (1997) Action 59 Diabetes The study finds that children can learn about al. diabetes from video games and change everyday habits. Klawe (1998) Adventure 200 Math Video games are effective in teaching students about maths. Adams (1998) Strategy 46 Urban geog- Video games increase motivation and teach stu- raphy dents about the role of urban planners (affective learning). Bensen et (1999) Sexual edu- Video games are motivating and can improve al. cation knowledge related to sexual education. Noble et al. 2000 Action 101 Drug educa- Students taught through video games find the tion experience motivating and want to play the video game again. Din Feng (2000) – 47 Spelling and Children who play video games learn (mostly in & Caleo math spelling) better compared to peers who do not use video games. Turnin et (2000) – 2000 Eating hab- Video games can teach students about eating al. its habits and lead to significant change in every- day habits. Lieberman 2001 Action Asthma, A review of a number of research projects sup- diabetes, ports the notion of learning from video games. Becker (2001) Action – Program- The study testifies to the increased motivation ming in connection with video games. Games are found to be more effective and motivating than traditional teaching. overview of research on the educational use of video games 189
  • 7. dk-2006-3.book Page 190 Wednesday, August 23, 2006 9:08 AM Author(s) Year Genre N Subject Results McFarlane 2002 – – All subjects The study finds that teachers in general are et al. skeptical towards the learning of content with video games. However, teachers appreciate the learning of general skills. Gander (2002) Strategy 29 Program- The study finds that video games are especially ming effective for teaching specific knowledge. Rosas et al. (2003) Action 1274 Reading and Video games increase motivation, and there is a math transfer of competence in technology from using the video game. Squire et al. (2004) Simula- 96 Physics Students using the simulation game performed tion better compared to the control group. Egenfeldt- (2005) Strategy 72 History Students initially learn the same in history when Nielsen using video games but have better retention. It can certainly be said that video games facilitate learning, but the evidence for saying any more than this is weak. Few current studies compare video games with other teaching styles, which is the ultimate test. Few incorporate debriefing explicitly, which the related area of simulations usually sees as central to the educational use of games and simula- tions (Lederman & Fumitoshi, 1995). Results showing that students learn from video games are not sufficient backing for the educational use of video games. We need to examine whether video games are worth the initial efforts in learning the interface, set- ting up computers and other problems (Egenfeldt-Nielsen, 2004). The question is: what is it that video games offer that sets them apart from existing educational practice? The different prevailing learning theories each have their own approach to answering this question. We first examine the contribution from behaviorism, because it is this that lies closest to the dominating perception and manifestation of edutainment. Overview of behaviorism Behaviorism, which expanded rapidly during the 1950s, continues to be influential in research on educational media, including video games concentrating on the overt and observable behaviors essential for facilitating learning. For behaviorism, learning is a matter of reinforcing the relevant stimuli and response. Behaviorism has a long history, with theorists such as Pavlov, Thorndike, Watson and Skinner developing its foundation. At the beginning of the 20th century, Thorndike provided an important theoretical background for behaviorism which has links with today’s edutainment. He was instru- mental especially in formulating the laws of exercise and effect. The law of exercise states that repetition is crucial to learning, and indeed this still holds true especially for the basic skills of reading, writing, and spelling (Good & Brophy, 1990). The law of effect states that we can strengthen a response by providing a reward after it. Thorndike’s 190 digital kompetanse | 3-2006
  • 8. dk-2006-3.book Page 191 Wednesday, August 23, 2006 9:08 AM account of future progress in instruction from 1912 is also strikingly similar to current educational software and video games in general: If, by a miracle of mechanical ingenuity, a book could be so arranged that only to him who had done what was directed on page one would page two become visible and so on, much that now requires personal instruction could be managed by print (Thorndike in 1912, Quoted in Saettler, 1968:52) Thorndike’s prophecy in the above quote attests to the link between behaviorism and edutainment. It is possible to change feedback to the student using educational software or video games based on previous input. Educational software, especially video games with their strong rewards, is the manifestation of Thorndike’s dream. Skinner is also an important proponent of behaviorism during the 1950s. Only overt actions, i.e. not thought, understanding, or reflection, are interesting in a learning per- spective. In 1958, Skinner actually built a drill-and-practice machine resembling later behaviorist edutainment titles. Behaviorism implies a narrow focus on the interaction between player and game – the video game will ask a question and the player will answer. When students link the question and the answer enough times, reinforced by a reward, learning will occur. The player answering the question 2+3 correctly with 5, while getting points as a reward, will achieve in arithmetic (Gleitman, 1995; Saettler, 1968). Edutainment titles within a behaviorist approach We must not think of edutainment with a behaviorist approach as located within a fixed genre, but rather as different titles sharing certain assumptions about learning principles, motivation, and game design. Many of the titles on the market today fit best with a behaviorist approach, adhering to drill-and-practice forwarded through extrinsic moti- vation. The focus is on the player learning the right response to a given stimulus. The two laws of Thorndike are central in behaviorist edutainment titles: repetition and reward. We can characterize titles within behaviorism as those where the player practices a specific area through repetition while receiving rewards after each proper response. One example is the recent Math Missions Grades 3-5: The Amazing Arcade Adventure, where the player earns money for every correct maths answer given and money buys playtime in an arcade. The playtime reward is a way by which to push the learning for- ward, and the only function of the reward is to strengthen a certain behavior and moti- vate further similar behavior. There is no connection between the arcade games and the maths questions. It is no different from a mother promising her noisy child an ice cream if he will be quiet and do his homework. Discussion of findings – strengths and weaknesses of this approach The behaviorist approach is fairly evident in the most predominant edutainment titles up through the 1980s and increasingly sets the tone for titles in the years after that. Naturally, overview of research on the educational use of video games 191
  • 9. dk-2006-3.book Page 192 Wednesday, August 23, 2006 9:08 AM this has resulted in a number of studies examining the actual learning outcome from such titles, although perhaps fewer than many would imagine. Most of the studies described in the previous section on learning outcomes take a behaviorist approach. Those described in detail below relate to a behaviorist approach, although such a categorization is not straightforward. Few studies within the field of educational video games directly ascribe to a theoretical orientation, and most tend to borrow from different learning theories. However, the approach to motivation is a sign of one’s learning orientation, with behav- iorist studies favoring extrinsic over intrinsic motivation. In addition, the focus on trans- mission of learning rather than construction can be seen as relating to a behaviorist approach (Good & Brophy, 1990). The behaviorist approach has proved fairly effective within the area of health. Studies of health games have the advantage of being more capable of measuring overt changes in behaviors, and external signs of learning lend themselves to a behaviorist approach (e.g. Lieberman, 2001). Educational health video games often look to Albert Bandura’s social learning theory, which expands from a behaviorist starting point. Proponents of Ban- dura’s theory assume that the viewer, by watching and enacting specific activities, will learn the activities, especially when enforced by appropriate role models. Video games provide a safe frame for these activities and children can be made to repeat otherwise tedious actions. Researchers studying health games have strengthened the support for learning from video games by comparing directly with other media forms. One of the most interesting studies is on the health action video game Bronkie the Bronchiasaurus, which compares video games with other teaching forms – an approach still rare in the research field. The edutainment title examined is also successful in bridging the gap between education and video games, not stripping the video game of its entertainment value (Lieberman, 1997; Lieberman, 2001). Debra Lieberman (2001) compared playing the video game for 30 minutes with watching an educational video for 30 minutes. The children playing the video game expressed more enjoyment and learned the same as those watching the television pro- gram. Lieberman stressed that this was interesting given that the children watched the video only once – all its information is conveyed at once – while the video game delivered a limited amount of information in 30 minutes, the player repeating the 30-minute ses- sions several times. Players will rarely settle for playing a successful video game just once, which sets it apart from other media. This argument by Lieberman relates directly to Thorndike’s law of exercise. The game measures up on the short trial period and prom- ises additional motivating learning experiences. Brown et al. (1997) reached similar results with the game Packy & Marlon, which aims to improve diabetes self-care among children. Players improved on self-efficacy, commu- nication with parents about diabetes and self-care behaviors. In addition, the post-test 192 digital kompetanse | 3-2006
  • 10. dk-2006-3.book Page 193 Wednesday, August 23, 2006 9:08 AM showed a 77 percent drop in visits to urgent care and medical visits in the experimental group compared with the control group. The study is notable because it shows that a video game can have a direct impact on everyday self-health management. The promising results by Brown et al. and Lieberman are supported to some extent by other similar research findings on the educational use of health games (Dowey, 1987; Johansson & Küller, 2002; Lockyer et al., 2003; Noble et al., 2000; Thomas et al., 1997; Turnin et al., 2000). The critique of behaviorist edutainment titles extends from the very characteristics that set behaviorism apart from other learning theories, namely automatic repetition coupled with extrinsic motivation. This implies that much of the criticism relates to disa- greements on more fundamental assumptions relating to how humans learn. However, criticism also addresses the low quality of technology, gameplay, and graphics, which relates more directly to the actual edutainment product. Still, the criticism of these titles resting on behaviorist principles has led to an overall negative attitude towards edutain- ment titles. Users, both children and parents, criticize the gameplay, learning principles, and graphics heavily when it comes to behaviorist edutainment. In addition, profession- als, including educators and researchers, are increasingly joining the critics (Brody, 1993; Buckingham & Scanlon, 2002; Leyland, 1996). According to critics, behaviorist edutainment probably does teach children bits of things (see above), but most titles are limited in their facilitation of learning experiences. Rote learning in spelling and reading for pre-school and early school children may see some gains from edutainment. However, edutainment does not really teach the player about a certain area; rather, it focuses on training, letting the player perform mechanical operations. This leads to memorizing the practiced aspects but probably not to a deep understanding of the skill or content – the activity will be parrot-like and the intended goal and competency will not be fully grasped by the student. Although this approach may work for areas such as spelling and reading, the scope of learning is limited. The learning results in weak transfer and little application of the skills, because these are not fundamentally understood. Video games may perform well in assessments that formulate questions close to the information learned. However, if the assessment strays from the specific information learned by being put in a new context or requiring the student to use the information, the results are hampered. The lack of teacher involvement also results in critique (Gee et al., 2004; Healy, 1999; Jonassen, 2001; Schank, 1999). Another problem is the question of motivation. Behaviorist edutainment titles rely more on extrinsic motivation through rewards rather than intrinsic motivation. Extrinsic motivation does not relate to the game, but consists of arbitrary rewards; for example, getting points for completing a level. Intrinsic motivation, for example, would be the feeling of mastery from controlling the game. The approach to motivation partly explains why behaviorist edutainment titles usually lack an integration of the learning experience with the playing experience, which leads to the learning becoming subordinated to the overview of research on the educational use of video games 193
  • 11. dk-2006-3.book Page 194 Wednesday, August 23, 2006 9:08 AM stronger play experience. The player will concentrate on playing the game rather than on learning from the game. There is common agreement that many behaviorist edutainment titles fail to integrate learning with the game. There is therefore a change of focus in the learning experience from the educational part to the game part, and this results in weak learning experiences, especially when the time-on-task issue is taken into consideration. The player will not spend much time on educational experiences, but rather will gain game experience (Brody, 1993; Fabricatore, 2000; Facer et al., 2003; Vandeventer, 1997). The lack of integration between learning and playing is not problematic from a behaviorist learning perspective, because stimuli and response merely have to be linked through reinforcement. This has led to the criticism of behaviorist edutainment as relying on drill-and-practice. The criticism of the reliance on drill-and-practice mainly relates to the basic assumptions in behaviorism that carry over into behaviorist edutainment – training rather than understanding. Constantly, there will be people getting arithmetical problems like 2+2 and memorizing the results while not necessarily understanding the underlying rules (Andersen & Dalgaard, 2005; Buckingham & Scanlon, 2002; Facer et al., 2003; Konzack, 2003; Okan, 2003; Prensky, 2001). Overall, studies with a behaviorist approach argue convincingly for use of behaviorist edutainment titles when we limit ourselves to learning outcome. However, learning theo- rists and game developers based in cognitive and socio-cultural traditions are skeptical and try to develop titles that fit within their own framework. They are dissatisfied with the dominance of behaviorist edutainment and want to raise the quality of the market (Children's Software, 1998). Overview of Cognitivism Cognitivism is a general term for a number of influential theories that focus on the indi- vidual’s construction of representations of the world. In the cognitivist approach, the learner is the center of attention. The cognitivist approach is critical of behaviorism’s nar- row focus on the relation between stimuli and response. The focus on behavior is seen as skewed and neglecting other important variables, namely the cognitive structures under- lying perception and response. People have underlying schematas representing what they have learned. When students approach a new task, they need to take account of different schematas; schematas have limits and provide opportunities for learners that can be addressed through scaffolding information, chunking information, multimodal informa- tion, and through the presentation of material in ways that correspond with each individ- ual’s cognitive abilities. There are limits to the information one can process, better ways of solving problems, and different ways of perceiving information. The intrinsic motiva- tion is crucial, and derives from the tensions between schematas and the external world most evident in the momentous work by Malone (Good & Brophy, 1990). 194 digital kompetanse | 3-2006
  • 12. dk-2006-3.book Page 195 Wednesday, August 23, 2006 9:08 AM Edutainment titles within a cognitive approach Edutainment titles with a cognitive approach attempt to build intrinsic motivation by integrating learning and game experience. The play experience challenges the player’s schematas. More broadly, this includes attempts at presenting material in different ways, taking into account the limitations and potentials of the cognitive apparatus of humans. Cognitive edutainment titles stress the use of knowledge about how to organize material in terms of retrieval, encoding, chunking, modalities, and transfer problems. These titles often aim to have elements of discovery and inquiry presenting meaning- ful learning experiences so that the player can construct his/her own representations in an active dialogue with the game. We can describe the cognitive edutainment titles as aim- ing to engage players in a discovery process through a strong game experience that integrates learning and play while providing a strong experience akin to the limitations and potentials of the human mind. An example of a cognitive title is the research-based maths game Super Tangrams, where geometric shapes have to be manipulated. The player moves the geometric shapes so that they fit together in an outline, with the puzzles becoming progressively more diffi- cult. Playing the game integrates with the learning goals, and play is motivated intrinsi- cally – students will engage in the learning and playing experience motivated by the activ- ity itself. Discussion of findings – strengths and weaknesses of this approach The research area of instructional technology increasingly became active in the 1980s in relation to video games with Thomas Malone’s work (1980). Malone & Lepper (1987a, b) examined the differences between extrinsic and intrinsic motivation for distinguishing between different forms of drill-and-practice video games. Intrinsic motivation arises directly from performing the activity, whereas extrinsic motivation is supported by factors external to the activity. Players exhibit intrinsic moti- vation when spending hours learning how to play Counter-strike. Players engage with the game and learn it because it is interesting in itself. An example of extrinsic motivation is parents’ approval of their offspring playing an edutainment title to learn how to spell. By playing and learning, a reward is achieved that is not related to the activity. In behaviorist edutainment, the learning activity in itself is rarely motivated. Malone & Lepper (1987b) argue that very many educational video games have extrin- sic game elements which can be in the way of the learning experience. These are some of the heavily criticized edutainment titles relating to behaviorism, where there is no con- nection between the video game and the learning part. The game part mainly works as a reward for some educational activity being accomplished. These authors argue that better intrinsic use of game elements in drill-and-practice video games can facilitate enhanced learning and sustained interest for a given topic over time. However, integration of learn- overview of research on the educational use of video games 195
  • 13. dk-2006-3.book Page 196 Wednesday, August 23, 2006 9:08 AM ing elements within the game-play does not make it into the most educational video game design, as is evident from Konzack’s (2003) analysis of a number of titles and sev- eral more common-sense observations by researchers (Leddo, 1996; Leyland, 1996). Malone & Lepper (1987a, b) identify a number of categories that should be consid- ered in drill-and-practice video games designed to enhance learning. The first is chal- lenge, which implies that the game activity should be of an appropriate difficulty level for the player. This is done through both short-term and long-term goals, uncertain out- comes, and facilitating investment of self-esteem through meaningful goals. Further- more, clear, constructive, encouraging feedback is essential. The second is curiosity, which points to the complex and unknown information in the game that should encour- age exploration and organization of the information in relation to both the sensory and the cognitive areas. Third, Malone & Lepper stress the player’s experience of control as critical. Through a responsive environment, a high degree of choice within it, and by equipping the player with the ability to perform great effects, a sense of control emerges. Fourth, involving elements of fantasy in the game universe facilitates intrinsic motiva- tion. These fantasy elements have to appeal to the target group emotionally, serve as met- aphors for the learning content, and be an endogenous part of the learning material. The fifth category is the role of interpersonal activity. This is the increased motivation result- ing from the social context of the video game –most directly competition and collabora- tion with peers. In addition, the recognition of peers serves as motivation. The question of intrinsic motivation is crucial to cognitivism, but other important elements in the educational use of video games have been researched from a cognitive perspective, too. The human mind’s limitations and potentials run beneath the interest in flow experiences, audiovisual props, and control of the learning process. Marshall Jones’s (1998, 1999) work is often cited as the theory of flow in relation to learning from video games. Jones finds that the flow theory to a large degree explains the intrinsic motivational aspects of video games and can benefit the design of games. Video games are capable of facilitating flow experiences through a number of characteristics, for example, via interaction and challenges. To some extent, Jones’s research echoes Bowman (1982) and Bisson & Luckner (1996) in describing how video games are constructed in a way that facilitates flow. Klawe (1998) argues that researchers and educational designers have to aim at ele- ments in video games that are particularly strong, e.g. unlimited number of activities, vis- ualization, manipulation, symbolic representations, adaptive sequencing, feedback, and meaningful, contextualized activities. These relate directly to important questions con- cerning cognitivism, namely how to facilitate the learning process by being aware of the limitations of the cognitive apparatus of humans. Lastly, cognitivism favors a meta-skills perspective, with problem-solving as the most researched. Cognitivism focuses less on the content side than behaviorism does; instead, 196 digital kompetanse | 3-2006
  • 14. dk-2006-3.book Page 197 Wednesday, August 23, 2006 9:08 AM the skills to learning are important. Problem-solving has received much research atten- tion over the years (Curtis, 1992; Gee, 2003; Greenfield, 1984; Grundy, 1991; Jillian et al., 1999; Kirriemuir & McFarlane, 2002; Ko, 2002; McFarlane et al., 2002; Pillay et al., 1999; Quinn, 1997; Walker de Felix & Johnson, 1993; Whitebread, 1997). Most of these studies connect problem-solving with video games. Problem-solving might improve between video games, but it is hard to transfer the improvement to contexts other than video games. It is also found that good general problem-solving skills are predictive of better performance in a video game (Ko, 1999). Studies examining the learning outcome from a cognitivist perspective are limited, although Klawe (1998) provides a strong example with an overview of the research project E-Gems. This project focuses on two educational maths video games designed by the researchers in connection with the projects Super Tangrams in 1996 and Phoenix Quest in 1997. These are the bases of several empirical studies where researchers manipu- late different variables to determine the most active elements in facilitating the learning process. On an overall level, the video games produced in the project prove motivating, popular, and highly effective in teaching maths to students. The results are particularly strong, as the different research designs and research teams replicate the results – totalling approximately 200 students in the controlled studies of Super Tangrams and a similar number in the research on Phoenix Quest (Klawe, 1998; Sedighian & Sedighian, 1996, 1997). Overview of constructionism Constructionism shares certain assumptions with cognitivism about the individual con- structing knowledge and the problems related to transmitting knowledge, but emphasizes the value of the role of external objects in facilitating the learning process. The main pro- ponent is Seymour Papert, drawing on Piaget’s constructivism. Initially, the mission was to teach children difficult subjects, like maths, in alternative ways, but slowly it became an established overall theoretical learning approach. The most influential tool for construc- tionist thinking is the programming language Logo. Logo lets students draw computer- generated drawings using mathematical concepts. The concepts are not explicit, but implicit when drawing figures. For example, the so-called turtle (not too different from an avatar in a video game) can draw a square. The student observes the turtle drawing a line and gives it the command to turn 90 degrees. Students repeat the command three times and draw a square. The active approach to knowledge and the use of external arti- facts facilitating the learning experience is essential for constructionism (Papert, 1980, 1998). overview of research on the educational use of video games 197
  • 15. dk-2006-3.book Page 198 Wednesday, August 23, 2006 9:08 AM Edutainment titles within a constructivist approach Edutainment titles that adhere to a constructivist approach are often referred to as micro- worlds. These are open-ended universes (more or less game-like) in which a certain topic is represented in different artifacts that the player can interact with. A microworld simu- lates a part of the world that is simplified and constructed to facilitate working with con- crete objects. When interacting with objects in microworlds, we are learning about the object’s properties, connections, and applications. The player can engage and manipulate these artifacts and thereby construct a perception of the given topic. We can describe the constructivist edutainment microworlds as simulating a part of the world allowing the player to explore this manifestation, resulting in strong learning experiences. An example of a microworld title is My Make Believe Castle, where the player actively engages in exploring and constructing different aspects of a castle. The focus is not on hard content as such, but rather on the general skills of creativity, problem-solving, criti- cal-thinking skills, sequential planning, and memory. Discussion of findings – strengths and weaknesses of this approach For some constructionist thinkers, video games are the lost paradise. Here is a universe where the learner can engage with a microworld and construct different objects and con- nections that can work as virtual shared artifacts (Papert, 1998).´The most noted contri- butions within this field are the works of Yasmin Kafai (1995, 2001), which have stood the test of time. Up through the 1990s, she developed the idea of children designing games, turning them into producers of knowledge, and letting them play with objects in different ways. According to Kafai & Resnick (1996), there is no doubt that programming and maths knowledge can be acquired through designing video games. Arguably, designing video games makes it possible for the learner to approach a subject in an active way, thereby constructing a personal representation of knowledge by using physical artifacts. The student’s learning experience draws on different perspectives while giving rise to a variety of actions and thus to a fuller understanding of a given topic. The focus is on the construction process and therefore research has focused on open- ended games. This has spanned students designing simple games, engaging in virtual worlds, exploring microworlds, and playing other open-ended video games. The basic assumptions about learning are different in constructionism compared to the predomi- nant edutainment titles. In a constructionist perspective, learning does not transfer from the video game, and the challenge is not to design an educational video game with rele- vant content. Rather, the hard challenge is to facilitate playing that makes the player engage with the material, discuss it, reflect on it, and use the video game as a means for constructing knowledge. A prerequisite for such constructions may very well be relevant content, but the content is far from enough. 198 digital kompetanse | 3-2006
  • 16. dk-2006-3.book Page 199 Wednesday, August 23, 2006 9:08 AM Kafai (1996) notes that the design of these microworlds proves a lot more difficult than drill-and-practice video games because the topic in the microworld has to be inte- grated. One cannot just take a well-tested action formula and use it as the blueprint as in the case of most current edutainment titles within a behaviorist or cognitivist tradition. The interest in microworlds has been especially strong in relation to maths and science (Goldstein & Pratt, 2001; Hoyle et al., 1991; Hoyles et al., 2002; Miller et al., 1999; Reiber, 1996; White, 1984), but attempts have surfaced in which constructionism is used as a dif- ferent approach to video games (McCarty, 2001; Woods, 2002). Although cognitivism and constructionism are capable of solving some of the critical questions hurled at behaviorist edutainment, they far from satisfy everybody. The socio- cultural approach is the full picture of the educational use of video games: player, video game, and context. Overview of the socio-cultural approach The socio-cultural approach is a broad term encompassing a number of theories that rely on mediation for an understanding of the learning process. From this perspective, knowl- edge is the tool that mediates activity rather than memorized information. Activity the- ory, socio-cultural theory, and situated learning see a given activity as mediated by tools which include technology, language, communities, culture, and symbols. The socio-cul- tural approach is also noticeable in stressing the role of social interaction through the concept of proximal development (Vygotsky, 1978). Learning occurs when a teacher, par- ent, peer, or tool guides a student from an actual point of development to a potential point of development – each serves as a mediator for facilitating students’ appreciation of a given activity. The main socio-cultural approach has the broadest orientation in using activity as the unit of analysis. This is in opposition to situated learning, which relies on the community and activity theory’s focus on tools and labor. In particular, it is the works of theorists like Vygotsky, Wertsch, Leontjev, Lave, and Wenger that are representative of the socio-cultural approach, although each adheres to a different sub-area (Lantolf, 2000). The video game as an embodied tool extends the action of a given agent and creates both opportunities and limitations for the agent using it. An activity consists of the rela- tion between a subject and an object which is mediated by a tool. Tools can be a variety of artifacts, found in our social and cultural life, that endow us with a diversity of opportu- nities. When we use languages, we are drawing on a symbolic tool refined through gener- ations. The socio-cultural perspective alerts us to the importance of considering tools and context when thinking about learning and education. Different contexts and tools facili- tate a variety of learning experiences (Vygotsky, 1978, 1986; Wertsch, 1991). overview of research on the educational use of video games 199
  • 17. dk-2006-3.book Page 200 Wednesday, August 23, 2006 9:08 AM Edutainment titles within a socio-cultural approach The area has yet to see the first edutainment titles extending from a socio-cultural approach. The lack of specific titles comes from the fact that the socio-cultural approach has less to do with the actual video game and more with the explorations, reflections, and discussions that are activated around video games among students and teachers. It is therefore natural that the socio-cultural is more about the perspective on the educational use of a specific title rather than the actual development of a given title. Studies within the area examine commercial video games developed purely for enter- tainment from an educational perspective, because most existing edutainment titles are found to be useless from a socio-cultural perspective. The existing edutainment titles fail to facilitate meaningful, engaging, and deep learning experiences. The titles used are, for example, Civilization III, SimCity 2000 and Europa Universalis II. The reasons behind the choice of these particular titles are not explicit. However, they are all simulations of a par- ticular subject area that students can engage with – challenging, exploring, and discussing the video game in relation to their own game experiences. The possibility for the player to invest something of himself in the game is central. Discussion of findings – strengths and weaknesses of this approach Since the beginning of the 1980s there has been interest in examining the social context around video game experiences (i.e. Strein & Kachman, 1984), and in the mid-1990s the socio-cultural approach really began to influence the area. In the Nordic countries, Jes- sen’s study of video games described the informal play, culture, and learning experiences around computer games mediated through social relations in particular (1995, 2001). Jessen’s study led to interesting findings concerning peer learning around video games and appreciation of the rich social interaction that mediated the game experience. The appeal of video games to children closely relates to the match between children’s existing play culture and the video game culture. This research never really goes beyond the infor- mal learning processes surrounding video games, but points to the importance of incor- porating them. This is strongly supported by Squire (2004) in his PhD dissertation exam- ining several classes playing Civilization III. The explicit goal was to facilitate history through Civilization III, especially through the surrounding social environment. Squire concludes that: The most important point in understanding how games engage players in educational environ- ments may be that good games engage players in multiple ways and the interplay between these different forms creates dynamic learning opportunities. Different play styles and tastes enriched classroom conversations, often leading to discussions that produce important ‘taken-as-shared’ meanings. [...] Discussions between different player types drove them to articulate and defend different strategies, even rethinking their orientation to the game. (2004: 241) 200 digital kompetanse | 3-2006
  • 18. dk-2006-3.book Page 201 Wednesday, August 23, 2006 9:08 AM From a socio-cultural perspective, video games do not lend themselves to learning by rote. Instead, the goal should be the exploration of relationships between variables, events, and complex patterns. In a socio-cultural perspective, video games are the tools for constructing a viable learning experience, but not the learning experience per se. Video games mediate discussion, reflection, facts, and analysis facilitated by the sur- rounding classroom culture and the student’s identity. In other words, video games are interesting not for their content but for the way new explorations initiate negotiations, constructions, and journeys into knowledge (Gee, 2003; Jessen, 2001; Kaptelinin & Cole, 1997; Linderoth, 2002; Squire, 2004). Gee (2003) speaking from a socio-cultural perspective, has given one of the strongest theoretical accounts for understanding the learning mechanisms in video games, although not necessarily directly useful in an educational setting. His overarching idea is that children learn to participate in new domains by playing video games. They learn to make sense of new areas, especially by engaging with others, discussing, reflecting, and sharing. A key area in play activity is the role of critical thinking, which the social practice around the video game constantly calls for. Gee (2003) presents five main areas of interest concerning video games that are also of interest for educational purposes. He sees these as intrinsic qualities of video games that can be useful in a school setting to facilitate learning in a more meaningful and engaging way: The first quality is that of semiotic domains. Like other activities in life, video games are a semiotic domain that can be learned slowly. One learns to make sense of and navigate in the domain of the game, while being directed to other interesting domains, e.g. science. Video games can also work as a place to reflect on the engagement and processes in domains of practice. The second quality Gee points to is around learning and identity. Video games provide new opportunities for learning experiences when the student is involved with the material. Video games are good for creating agency and identification, and this sparks critical thinking and learning. The learning experience in video games becomes more effective because players immerse themselves within the environment. We can make mistakes without real consequences and we are encouraged to continue trying. The third quality is situated meaning and learning. Video games are well suited for new forms of learning, where one can interact with the game world through probing and choosing different ways to learn and see things in a context. We can interact, challenge the game, and over time build up a more accurate picture of an area. The fourth quality is of telling and doing, both related to amplification. Games can amplify areas and subsets of domains that players can practice. According to Gee, games are also suited to transferring between domains. It is possible to transfer knowledge learned in video games to other con- texts. This last point concerns cultural models. The content in games represents ways of perceiving the world and carries a great deal of implicit information. It also has bearing on other domains of life and can be both good and bad, depending on one’s values and norms. overview of research on the educational use of video games 201
  • 19. dk-2006-3.book Page 202 Wednesday, August 23, 2006 9:08 AM Overview of tensions shared between each of the three theories overviewed The four different learning approaches discussed throughout this paper – behaviorism, cognitivism, constructionism, and the socio-cultural approach – have some shared areas of tension that reflect fundamental differences in approaches to the educational use of video games and point to recurring problems within the area. These tensions will have implications for how we develop edutainment in the future and for what direction future research should be aimed. Learning vs. playing We have seen that each of the four different approaches puts a different emphasis on the relationship between learning and playing. For behaviorism, the playing part mostly works detached, providing extrinsic motivation, whereas with the other approaches it is critical to develop a close relationship based on the implicit notion of developing intrin- sic motivated educational experiences with games evident in the approach of cognitiv- ism, constructionism, and the socio-cultural. Many of the problems encountered in this review are neglected by the behaviorist approach owing to its split between playing and learning, whereas this is a central problem for the other approaches to confront. One example of the problem related to learning versus playing is when the game’s goals and system work against the learning goals. Students will often tend to focus on achieving the game goals while neglecting the learning part. This is a risk in the educa- tional use of commercial video games, where the game goals are often not educationally relevant. A game like Age of Empires may have historically relevant settings and narratives, but the main focus is on mastering resource management to beat the opponent, which attracts most of the student’s attention while playing. The problem is not limited to the educational use of video games, it can also be found in the behaviorist edutainment titles that dominate the market. For example, when a student plays Math Blaster, an all time classic, the game’s goals and system are about being fast and about shooting down aster- oids (that then release questions on algebra). Of course, the student learns algebra, but swiftness and shooting skills take up much space and sometimes work against really thinking about the algebra. In studies of Europa Universalis II and Where in the World is Carmen San Diego, this line of argument is also supported. Most students skip important text or gloss over it because it is in the way of the game experience. Students put the game goals above the learning goals. This points to the major challenge of finding game designs that can make learning and playing work together, or, at least, not one against the another (Egenfeldt- Nielsen, 2005; Grundy, 1991; Healy, 1999; Magnussen & Misfeldt, 2004). 202 digital kompetanse | 3-2006
  • 20. dk-2006-3.book Page 203 Wednesday, August 23, 2006 9:08 AM Freedom vs. control All research on the educational use of video games emphases the freedom and control that students gain in video games compared to traditional teaching. However, research shows that it also creates several problems in an educational context. This issue is less pronounced in behaviorist and cognitivist edutainment titles compared to the other areas because of the more fixed game universes, where there are fewer chances of detours. However, the problems grows as those of us in education begin to use the more open- ended and complex game universes like The Sims in educational settings. The player has much freedom when using video games, which is contrary to the more explicit demands an educational situation makes on a student. The player feels that the control should not be tainted by outside interference (i.e. Egenfeldt-Nielsen, 2005; Squire, 2002), but students may also criticize the lack of direct educational interventions. Indeed, many studies show the benefit of careful guiding, supporting, scaffolding, intro- ducing, and debriefing the video game experience. This is difficult when students want to make their own mistakes, decide how to play, and expect to maintain control. The risk of freedom, control, and play dominating learning may have to be dealt with by the teacher. The right approach seems to be an explicit framing of the game experience as education, i.e. stressing the goals from an educational perspective and pointing out to students that there is not the complete freedom and control one would expect when play- ing in one’s spare time. Otherwise the lack of a firm setting confuses students who are uncertain about the expectations when playing and learning. If this explicit framing is not made, some students will shift between the different modes not focusing on educa- tional goals and vary in commitment – thinking that after all it is just a game, so why bother about the educational agenda (Egenfeldt-Nielsen, 2005; Jillian et al., 1999; Leut- ner, 1993; Squire, 2004). Drill-and-practice vs. microworlds Most current researchers shy away from the narrow focus on drill-and-practice games found in behaviorist edutainment, but when we look more closely many researchers still indirectly assume that parts of the game have drill-and-practice elements that can trans- fer facts and support skills. Indeed, research indicates that drill-and-practice is useful but works best in combination with other teaching forms (Cotton, 1991; Loftus & Loftus, 1983). Klawe (1998) stresses that video games should be used for maths activities that are otherwise difficult to introduce in a classroom while specifically pointing to the limita- tions of drill-and-practice. Most of the early mathematical video games focused on drill and practice of simple number operations and concepts. Such games are easy to develop. Moreover, playing such games [is] an effective and motivating method of increasing fluency for many students. However, drill and overview of research on the educational use of video games 203
  • 21. dk-2006-3.book Page 204 Wednesday, August 23, 2006 9:08 AM practice is only one of many components of mathematics learning and can be achieved via a variety of non computer-based methods. (Klawe, 1998: 9) The preference for drill-and-practice is understandable given the design challenges facing other titles. Microworlds have proved significantly harder to design than classic drill-and- practice games (Kafai, 1995, 2001; Papert, 1998). It is quite evident that it is not from within the drill-and-practice perspective that new developments will come. Indeed, most behaviorist edutainment titles have remained almost untouched by time in the past 30 years. Still, we have to acknowledge that the behaviorist edutainment approach may provide low-hanging fruit that we ought not to lose through automatically deeming all behaviorist edutainment titles old-fashioned (Egenfeldt-Nielsen, 2005). Most current research develops from a socio-cultural or constructivist perspective that favors the microworld approach. However, we see this only vaguely reflected in the industry; for example, in such recent attempts as Global Conflicts: Palestine, A Force More Powerful, and The Calm and the Storm, which offer the hope of a different formula for edutainment. Transmission vs. construction From the behaviorist perspective, the challenge of educational video games is in trans- mitting information from the video game to the player. There is no difference between different contexts, and the transmission of content is reliant on conditioning and rein- forcement. From a constructivist position, the transmission of information is not suffi- cient to our understanding the educational process. Situations need to be facilitated where players actively engage in the video game and construct their own knowledge through the artifacts of the game world to make it more broadly accessible. As discussed earlier, research points out that the immersive effect of video games leads to a lack of awareness of the contents, structures, and concepts integrated in the video game. This results in weaker learning overall and especially in the transfer of game expe- rience to other contexts. Students may learn some content or skills in the game universe and apply them in the game context, but they are not constructed in ways that are accessi- ble in other contexts. In an earlier study by Klawe & Phillips (1995), the use of paper and pencil during gameplay was found useful for transferring video game maths experiences to other class- room practice. The use of paper and pencil forces students actively to construct knowl- edge. This is supported by recent research that constructed the game prototype Global Conflicts: Palestine, with a journalist exploring the Israeli-Palestinian conflict and jotting down notes in a physical notebook. This works very well, because the notebook is a meaningful part of the game world as a journalist and can be used as an artifact crossing from game setting to other teaching (Buch & Egenfeldt-Nielsen, 2006). The two studies 204 digital kompetanse | 3-2006
  • 22. dk-2006-3.book Page 205 Wednesday, August 23, 2006 9:08 AM point to the importance of not relying solely on the video game and instead actively pur- suing links with other teaching forms, thus providing for a fuller learning experience. There is continuing disagreement among the above approaches over how transfer is achieved. On the one hand, many researchers assume that the learning must be by stealth and that it is undetectable by children. This is reliant on the premise that an educational video game resembles a traditional video game. It must not give itself away, because chil- dren will then shy away from the educational title (e.g. Brody, 1993). The game experi- ence has to integrate learning elements and not let the game elements stand out. On the other hand, if the players are not aware of the learning elements, this will undermine the learning experience and, especially, the transfer value. The transfer has to be made explicit, and here the teacher can play a crucial role. Teacher intervention vs. no teacher intervention Researchers are consistently finding that teachers play an important role in facilitating learning with video games, in terms of steering use in the right direction and also in pro- viding an effective debriefing that can catch misperceptions and interesting differences in students’ experiences while playing. Many edutainment titles adhering to behaviorism and cognitivism neglect this, whereas it is central in the socio-cultural approach. Teachers may also use educational titles in ways that extend a title’s narrow focus on, for example, behaviorism or cognitivism. However, many teachers while appreciating this intuitively fail to take charge when using video games (Egenfeldt-Nielsen, 2005; Sandford & Wil- liamson, 2006). Many researchers argue that video games are not explicitly educational, but that they provide opportunities for interested teachers. Therefore, they also see the teacher’s role as imperative for the learning experience. This is true particularly for the commercial enter- tainment titles that find their way into educational settings which have not been devel- oped with curriculum explicitly in mind. The problem is that if we rely too much on teachers we may be disappointed by their reluctance to engage with games and their lack- ing knowledge of how to use games (Cavallari et al., 1992; Egenfeldt-Nielsen, 2005; Grundy, 1991; Klawe, 1998; Squire, 2004). Conclusions The different approaches to educational experiences with video games are largely not clear-cut when we encounter them in research, but instead are a mix. The different learn- ing approaches clearly have something to offer on different levels especially when we have to develop edutainment that can work in the educational setting. The split between dif- ferent titles adhering to behaviorism, cognitivism, constructionism, or the socio-cultural does not suggest that one is bound to approach the titles exclusively from that angle. overview of research on the educational use of video games 205
  • 23. dk-2006-3.book Page 206 Wednesday, August 23, 2006 9:08 AM Rather, the categorization points to the underlying assumptions that the teacher can expand on. Indeed, a broader approach to a behaviorist edutainment title may broaden its application and use in an actual educational setting. Although there may be internal inconsistencies on a theoretical level, this is not neces- sarily the case on a design level. The behaviorist and cognitivist perspectives are valuable for examining the narrow relation between video game and students focusing on the role of motivation. Constructionism shows us how video games can be used as a shared arti- fact for constructing knowledge. On a socio-cultural level, we appreciate and examine the environment that emerges around video games in negotiating and constructing knowl- edge. Here, questions of collaboration, debriefing, and discussion are crucial to under- standing: How can we construct, mediate, and support the knowledge acquired in rela- tion to video games? Most previous research and design gives prominence to one or two characteristics in learning from video games, which is probably too limited. We need to gain a more inclu- sive understanding of the different learning perspectives if we are to understand the full scope of the educational use of computer games. Indeed, to see the educational use of computer games as a homogeneous field is not beneficial – for a start, there are different teaching forms and edutainment genres that will benefit different educational goals. Noter 1 Overviews of the areas see Egenfeldt- Bensen, C., Stern, J., Skinner, E., Beutner, Nielsen & Smith (2004), Egenfeldt- K., Conant, M., Tyring, S., et al. (1999). Nielsen (2003) and Dorn (1989). An Interactive, Computer-Based Pro- 2 See my previous discussion on these gram to Educate Patients About Genital problems (Egenfeldt-Nielsen, 2005) Herpes. Sexually Transmitted Diseases, 26(6), 364–368. References Bergman, P. (2003). Digital Games and Adams, P. C. (1998). Teaching and Learn- Learning: A Research Overview. Unpub- ing with SimCity 2000. Journal of Geog- lished manuscript. raphy, 97(2), 47–55. Betz, J. A. (1995). Computer Games: Andersen, T. & Dalgaard, H. (2005). Increase Learning in an Interactive Edutainment – læring med computerspil. Multidisciplinary Environment. Jour- Copenhagen: Systime. nal of Educational Technology Systems, Becker, K. (2001). Teaching with Games – 24(2), 195–205. The Minesweeper and Asteroids Experi- Bisson, C., & Luckner, J. (1996). Fun in ence. Journal of Computing in Small Learning – The Pedagogical Role of Fun Colleges, 17(2), 22–32. in Adventure Education. Journal of Experimental Education, 9(2), 108–112. 206 digital kompetanse | 3-2006
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